Gray Bounder
Source: Starfinder #26: Flight of the Sleepers
CR: 4 XP: 1,200
NE Small aberration (gray)
Init.: +5 Senses: darkvision 30 ft. Perception: +10
Defense
HP: 50
EAC: 14 KAC: 16
Fort: +6 Ref: +6 Will: +5
Offense
Speed: 40 ft.
Melee: bite +12 (1d6+7 P plus psychic terror) or tail +12 (1d4+7 P plus psychic terror)
Offensive Abilities: pounce
Statistics
Str: +3 Dex: +5 Con: +1 Wis: +0 Int: -3 Cha: -1
Skills: Acrobatics +15, Athletics +10, Sense Motive +10, Stealth +10
Languages: Aklo (can’t speak any language); telepathy 30 ft.
Ecology
Environment: any
Organization: solitary, pair, or conspiracy (3–8)
Special Abilities
<p><b>Phase (Su)</b> Gray bounders exist slightly out of phase with the Material Plane. A gray bounder can pass through walls or material objects (but not corporeal creatures) if it begins and ends its turn outside a wall or obstacle. In addition, a gray bounder benefits from a 20% miss chance against attacks and effects targeting it directly and takes only half damage from area effects. Force effects, however, function normally against a gray bounder.<br/> <b>Pounce (Ex)</b> When a gray bounder charges, it can make a full attack in place of the normal melee attack.<br/> <b>Psychic Terror (Su)</b> An aggressive gray bounder infects its prey with psychic fear. A creature hit by a gray bounder’s melee attacks must succeed at a DC 13 Will saving throw or become shaken for 1d4 rounds. A target that fails the saving throw effect becomes immune to any gray bounder’s terror for 1 hour or until any gray bounder scores a critical hit against the target. This is a mind-affecting, emotion, and fear effect.</p>