Incapacitator
Source: Starfinder #25: The Chimera Mystery
CR: 3 XP: 800
N Medium construct (technological)
Init.: +2 Senses: darkvision 60 ft., low-light vision Perception: +8
Defense
HP: 40
EAC: 14 KAC: 16
Fort: +3 Ref: +3 Will: +0
Offense
Speed: 30 ft.
Melee: slam +12 (1d6+7 nonlethal B plus grab)
Ranged: integrated voltaic anchor pistol +10 (1d6+3 nonlethal E; critical bind) or stickybomb grenade I +10 (explode [10 ft., entangled 2d4 rounds, DC 12])
Offensive Abilities: exploit advantage
Statistics
Str: +4 Dex: +2 Con: — Wis: +0 Int: +1 Cha: +0
Skills: Acrobatics +8, Athletics +13, Intimidate +8
Languages: Common
Gear: voltaic anchor pistol with 2 high-capacity batteries (40 charges each), stickybomb grenades I (2)
Ecology
Environment: any
Organization: solitary, pair, or gang (3–8)
Special Abilities
<p><b>Exploit Advantage (Ex)</b> When an incapacitator robot hits an entangled creature, it deals that target extra nonlethal damage equal to its CR (3 extra damage for most incapacitator robots).</p>