Genereaver
Source: Starfinder #38: Crash and Burn
CR: 10 XP: 9,600
N Small aberration
Init.: +5 Senses: darkvision 60 ft. Perception: +24
Defense
HP: 150
EAC: 23 KAC: 24
Fort: +9 Ref: +9 Will: +15
Offense
Speed: 30 ft.
Melee: claw +20 (2d8+18 S plus poison; critical wound [DC 19])
Ranged: helicase barb +20 (2d8+18 A & P; critical wound [DC 19])
Offensive Abilities: breath weapon (90-ft. line, 10d6 A, Reflex DC 19 half, usable every 1d4 rounds)
Statistics
Str: +8 Dex: +5 Con: +3 Wis: +2 Int: -1 Cha: +0
Skills: Acrobatics +19, Athletics +24, Stealth +19, Survival +24
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Electrophoresis (Ex)</b> When a genereaver takes 20 or more electricity damage from a single effect, it must succeed at a DC 19 Fortitude save or be stunned until the end of its next turn.<br/> <b>Genetic Reconstruction (Ex)</b> A genereaver can concentrate to heal itself 1 Hit Point every minute. When a genereaver is reduced to 0 Hit Points, it doesn’t die and instead is restored to 1 HP at the beginning of its next turn. A genereaver affected by an affliction (such as poison or radiation) loses these benefits and can be killed.<br/> <b>Helicase Barb (Ex)</b> its arm by a thin yet durable strand and can launch this barb as a thrown weapon with a 60-foot range and no range increment; if the barb hits, it attaches to the target and exposes the target to genetic transfer. While the barb and tether is attached, the genereaver gains regeneration 10 (any affliction) and a +2 circumstance bonus to attack the target; it can use the reposition combat maneuver as if the target was within reach, and the target cannot move further than 60 ft. from the genereaver. The tether can be targeted with a sunder combat maneuver and has hardness 5 and 15 HP. The genereaver can retract the barb and tether as a swift action or grow a replacement barb and tether in 1 round.<br/> <h3 class="title">Genetic Transfer</h3> <b>Type</b> poison (injury); <b>Save</b> Fortitude DC 19<br/> <b>Track</b> Constitution; <b>Frequency</b> 1/round until cured<br/> <b>Cure</b> removing the barb (standard action and a successful DC 24 Athletics or Medicine check) or breaking the tether (see above)</p>