Gammenore
Source: Starfinder #36: Professional Courtesy
CR: 8 XP: 4,800
N Large magical beast (cold)
Init.: +2 Senses: darkvision 60 ft., low-light vision Perception: +16
Defense
HP: 128
EAC: 20 KAC: 22
Fort: +12 Ref: +10 Will: +9
Offense
Speed: 40 ft., climb 20 ft.
Melee: pincer +20 (3d4+14 S plus grab; critical bleed 1d4)
Offensive Abilities: thermokinesis (100 ft., 6d8 C or F plus staggered, DC 16, usable every 1d4 rounds)
Statistics
Str: +6 Dex: +2 Con: +4 Wis: +3 Int: -3 Cha: -2
Skills: Acrobatics +16, Athletics +21, Stealth +16 (+24 in snow or icy terrain)
Ecology
Environment: any cold (Triaxus)
Organization: solitary, pair, cluster (3-9)
Special Abilities
<p><b>Shell of Ice (Su)</b> Much of a gammenore’s carapace is encased in a thick layer of ice that helps regulate the creature’s body temperature, granting it resistance 10 to fire. The shell can absorb up to 60 fire damage before melting. Once the shell melts, the gammenore takes a –2 penalty to its AC and loses its resistance to fire. A gammenore can reconstitute a melted shell by spending time in areas of intense cold. This process takes 2 hours in a cold environment, 3d10+8 minutes in areas of severe cold, and 1d10 minutes in areas of extreme cold.<br/> <b>Thermokinesis (Su)</b> Once every 1d4 rounds, a gammenore can drastically raise or lower the body temperature of another creature. It can target either a creature within 100 feet as a standard action or one it has just struck with its pincer as a reaction. In either case, the target takes 6d8 cold or fire damage and is staggered for 1 round; a successful DC 16 Fortitude save halves the damage and negates the staggered effect.</p>