Dramovire
Source: Starfinder #22: The Forever Reliquary
CR: 8 XP: 4,800
CE Medium monstrous humanoid
Init.: +6 Senses: darkvision 60 ft., blindsense (vibration) 30 ft. Perception: +16
Defense
HP: 123
EAC: 20 KAC: 22
Fort: +10 Ref: +12 Will: +9
Offense
Speed: 30 ft., fly 20 ft. (Ex, average)
Melee: claw +20 (3d4+12 S plus grab) or proboscis +20 (1d10+12 A & P; critical nauseate [DC 16])
Offensive Abilities: acidic grease (DC 16, 8 minutes), snagging protrusions (3d4 S)
Statistics
Str: +4 Dex: +6 Con: +2 Wis: +1 Int: -1 Cha: -3
Skills: Acrobatics +16, Athletics +16, Stealth +21
Languages: Shirren; telepathy 100 ft.
Ecology
Environment: any
Organization: solitary, pair, or pack (3–8)
Special Abilities
<p><b>Acidic Grease (Ex)</b> As a standard action, a dramovire can cover a 10-foot square within 20 feet with a layer of acidic grease sprayed from its proboscis. Each creature in the area must succeed at a DC 16 Reflex save or fall prone. A creature can walk within or through the area of grease at half its normal speed with a successful DC 16 Acrobatics check to balance; failure means the creature can’t move that round and must succeed at a DC 16 Reflex saving throw or fall prone, while failure by 5 or more means it automatically falls prone. A creature that doesn’t move on its turn doesn’t need to attempt the check. A creature that ends its turn within the area takes 4d6 acid damage, plus 4 additional acid damage at the end of its next turn. The pool of acidic grease lasts for a number of minutes equal to the dramovire’s CR.<br/><br/> <b>Snagging Protrusions (Ex)</b> The limbs of a dramovire are covered with small protrusions designed to make it easy to grasp its prey. A creature that successfully escapes from a dramovire’s grapple takes 3d4 slashing damage.<br/><br/> <b>Swarm Mind (Ex)</b> Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.</p>