Effigene
Source: Starfinder #21: Huskworld
CR: 5 XP: 1,600
CE Medium monstrous humanoid
Init.: +3 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +16
Defense
HP: 63
EAC: 17 KAC: 18
Fort: +4 Ref: +6 Will: +10
Offense
Speed: 40 ft., climb 30 ft.
Melee: bioelectric talon +11 (1d4+7 E & S)
Ranged: bioelectric arc +13 (1d4+5 E; critical arc 1d4)
Offensive Abilities: invigorate Swarm
Statistics
Str: +2 Dex: +3 Con: +1 Wis: +1 Int: +5 Cha: -1
Skills: Engineering +11, Life Science +16, Medicine +16, Mysticism +11, Physical Science +11
Languages: Shirren (can’t speak); telepathy 100 ft.
Ecology
Environment: any
Organization: solitary, pair, or team (3–6)
Special Abilities
<p><b>Bioelectric Arc (Ex)</b> As a ranged attack, an effigene can unleash a blast of electrical energy with a range increment of 30 feet.<br/><br/> <b>Invigorate Swarm (Ex)</b> As a standard action, an effigene can manipulate the bioelectrical energy of an allied Swarm creature within 30 feet to cause unexpected movement. That creature can immediately take a guarded step or move up to its speed.<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>