Kunnid
Source: Starfinder #26: Flight of the Sleepers
CR: 5 XP: 1,600
N Large magical beast
Init.: +3 Senses: darkvision 60 ft., low-light vision Perception: +11
Defense
HP: 72
EAC: 17 KAC: 19
Fort: +9 Ref: +9 Will: +4
Offense
Speed: 50 ft., spider climb
Melee: gore +15 (1d6+10 P; critical bleed 1d4)
Ranged: magnetic beam +12 (1d8+5 B plus shift [DC 13])
Offensive Abilities: magnetic beam, relentless
Statistics
Str: +5 Dex: +3 Con: +2 Wis: +2 Int: -4 Cha: +0
Skills: Acrobatics +11, Athletics +11, Survival +16 (+24 to orienteering)
Ecology
Environment: any
Organization: solitary, pair, or migration (3–20)
Special Abilities
<p><b>Magnetic Beam (Su)</b> As a ranged attack, a kunnid can emit a crushing magnetic beam with a range increment of 20 feet.<br/> <b>Relentless (Ex)</b> A kunnid can charge without taking the normal penalties to its attack roll and AC and can charge through difficult terrain.<br/> <b>Shift (Su)</b> If a kunnid hits with its magnetic beam attack, it deals normal damage. If the kunnid’s attack roll hits the target’s KAC + 4, the target must succeed at a DC 13 Fortitude save or be moved 5 feet in a direction of the kunnid’s choosing. This distance increases to 10 feet if the kunnid’s attack roll hits the target’s KAC + 13. The kunnid can’t move the target past an obstacle. If the target is wearing, wielding, or carrying any metallic objects (including starmetals), it takes a –4 penalty to its save.</p>