Kriegakos
Source: Starfinder #28: The Hollow Cabal
CR: 8 XP: 4,800
LN Medium animal
Init.: +6 Senses: blindsense (vibration) 60 ft., low-light vision, sense through (blindsense [fog]) 60ft. Perception: +16
Defense
HP: 115
EAC: 20 KAC: 21
Fort: +9 Ref: +13 Will: +7
Offense
Speed: 20 ft., fly 40 ft. (Ex, average)
Melee: slam +17 (1d8+12 A & B; critical corrode 1d4)
Offensive Abilities: flyby attack (4d8 A), saliva shake (DC 18)
Statistics
Str: +4 Dex: +6 Con: +2 Wis: +2 Int: -4 Cha: +0
Skills: Acrobatics +21, Athletics +16, Stealth +21, Survival +21
Ecology
Environment: any air (Liavara)
Organization: solitary, pair, or flock (6–12)
Special Abilities
<p><b>Corrosive Saliva (Ex)</b> A kriegakos secretes corrosive saliva from the dozens of digestive pores along its body. A kriegakos automatically deals 2d8 acid damage to a creature that it is grappling at the start of that creature’s turn. A creature that hits a kriegakos with an unarmed attack takes this acid damage (Reflex DC 18 half). The same amount of damage is also dealt to a melee weapon that strikes a kriegakos, though the wielder can attempt a DC 18 Reflex save to halve the damage.<br/> <b>Flyby Attack (Ex)</b> As a full action, a kriegakos can fly up to its speed and make a single slam attack without provoking an attack of opportunity from the target of the attack. The kriegakos can move both before and after the attack, but must fly at least 10 feet before the attack, and the total distance flown can’t be greater than the kriegakos’s fly speed. The kriegakos can’t use this ability to attack a foe that it is adjacent to at the start of its turn. Before making the attack, the kriegakos can attempt an Acrobatics check with a DC equal to 20 + the target’s level or CR. If it succeeds at this check, the target is flat-footed to the kriegakos’s slam attack, and if that attack hits, it deals an additional 4d8 acid damage.<br/> <b>Saliva Shake (Ex)</b> As a standard action, a kriegakos can shake off its current layer of corrosive saliva, causing all adjacent creatures and objects (and all armor and other items those creatures are wearing or holding) to take 4d8 acid damage (Reflex DC 18 half). Carried or worn gear succeeds at this save if its wearer succeeds but fails if its wearer fails.</p>