Jakkerant

Source: Starfinder #20: The Last Refuge

CR: 5 XP: 1,600

N Small magical beast (aquatic)

Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +11

Defense

HP: 70

EAC: 17 KAC: 19

Fort: +9 Ref: +9 Will: +4

Offense

Speed: 20 ft., swim 60 ft.

Melee: tentacle +13 (1d6+8 P plus grab)

Ranged: caustic jet +15 (1d6+5 A & P; critical corrode 1d6)

Offensive Abilities: digesting grab

Statistics

Str: +3 Dex: +5 Con: +0 Wis: +2 Int: -3 Cha: -1

Skills: Athletics +11, Stealth +11, Survival +11

Ecology

Environment: any land or water (Utraneus)

Organization: solitary, pair, or assault (3–12)

Special Abilities

<p><b>Caustic Jet (Ex)</b> As a standard action, a jakkerant can spray a line of caustic liquid made up of seawater and digestive fluids. This attack has a range of 40 feet and the line weapon special property. Absent water, the jakkerant can use this attack only once every 6 hours. However, if in or within reach of water, the jakkerant can take a move action to ingest enough water to recharge this ability immediately.<br/><br/> <b>Digesting Grab (Ex)</b> Whenever a jakkerant uses its tentacle to maintain a grab, the damage changes to 2d6+8 A &amp; P and has the corrode (1d6) critical hit effect.<br/><br/> <b>Hide in Plain Sight (Ex)</b> As a move action, a jakkerant that remains still can change its internal chromatophores and skin texture so that its coloration and texture matches its surroundings, allowing it to attempt to hide without cover or concealment.</p>

Description