Lore Guardian
Source: Starfinder #2: Temple of the Twelve
CR: 2 XP: 600
N Medium construct (magical)
Init.: +2 Senses: darkvision 60 ft., low-light vision Perception: +12
Defense
HP: 28
EAC: 13 KAC: 15
Fort: +2 Ref: +2 Will: +0
Offense
Speed: 30 ft.
Melee: tactical spear +10 (1d6+6 P) or slam +10 (1d4+6 B)
Ranged: tactical spear +8 (1d6+6 P)
Offensive Abilities: eldritch attacks, transposing strike
Statistics
Str: +4 Dex: +2 Con: — Wis: +0 Int: — Cha: -5
Skills: —
Languages: see species tradition (can’t speak)
Gear: tactical spear
Ecology
Environment: any
Organization: solitary or congregation (2–8)
Special Abilities
<p><b>Eldritch Attacks (Su)</b> A lore guardian’s slam attack and attacks it makes with analog weapons are treated as magic for the purpose of overcoming DR and damaging incorporeal creatures.<br/><br/> <b>Species Tradition (Ex)</b> A lore guardian mimics the anatomy and mannerisms of the culture that created it. A lore guardian counts as both a construct and a member of its parent species for any effect related to its type and subtype (such as for the bane weapon fusion). It also understands but cannot speak one of its parent species’ languages.<br/><br/> <b>Transposing Strike (Su)</b> Once per day after making a ranged attack with an analog weapon, a lore guardian can activate a special teleportation effect as a swift action. This either teleports the ranged weapon back into the construct’s hands or teleports the construct to the weapon’s location (maximum 100 feet). When using the latter option, the lore guardian appears with the weapon in its hands adjacent to the target of its ranged attack (if it hit) or in a randomly determined nearby space (if it missed; see Missing with a Thrown Weapon on page 245 of the <i>Starfinder Core Rulebook</i>).</p>