Drift Leech
Source: Starfinder #34: We’re No Heroes
CR: 1/3 XP: 135
N Small magical beast
Init.: +1 Senses: darkvision 60 ft., low-light vision Perception: +7
Defense
HP: 6
EAC: 11 KAC: 11
Fort: +2 Ref: +4 Will: -2
Offense
Speed: 20 ft., climb 20 ft.
Melee: maw +5 (1d4 P)
Ranged: power discharge +2 (1d4 E critical arc 1)
Offensive Abilities: None
Statistics
Str: +0 Dex: +1 Con: +3 Wis: +0 Int: -4 Cha: -1
Skills: Athletics +3 (+11 to climb), Intimidate +3, Stealth +3, Survival +7
Ecology
Environment: the Drift
Organization: nest (3–12), or colony (13-20)
Special Abilities
<p><b>Heal Self (Ex)</b> Once per day, as a standard action, a drift leech can expend energy it has siphoned from starships or other technology to restore 1d4+1 Hit Points to itself.<br/> <b>Power Discharge (Ex)</b> A drift leech can lob a ball of energy-infused mucus at its foes. This is a ranged attack with a range increment of 30 feet that targets EAC and has the arc 1 critical hit effect.<br/> <b>Tech Trouble (Ex)</b> Drift leeches have a negative effect on technology in close proximity to them. Attacks using weapons without the analog trait take a –1 penalty to attack and damage rolls. Armor with environmental protections expends 1 hour of that protection every round it’s within the leech’s aura. Piloting checks attempted for starships or vehicles within the aura take a –1 penalty. The bonus granted by any technological item to a skill check decreases by 1. The effects of multiple tech trouble auras do not stack.</p>