Moyishuu
Source: Starfinder #37: The White Glove Affair
CR: 7 XP: 3,200
— — —
Init.: +6 Senses: blindsense (emotion) 10 ft., low-light vision Perception: +14
Defense
HP: 98
EAC: 19 KAC: 20
Fort: +6 Ref: +8 Will: +10
Offense
Speed: 30 ft.
Melee: tactical knife +13 (2d4+7 B)
Ranged: advanced semi-auto pistol +15 (2d6+7 P) Special Attacks soulfeel (joy, DC 17)
Offensive Abilities: None
Statistics
Str: +0 Dex: +2 Con: +0 Wis: +1 Int: +4 Cha: +5
Skills: Bluff +19, Computers +14, Culture +14, Diplomacy +19, Physical Science +19, Sense Motive +19
Languages: Castrovelian, Common, Dwarven, Gnome
Gear: silver AbadarCorp travel suit, advanced semi-auto pistol with 25 small arm rounds, tactical knife
Ecology
Environment: any (Veyvilla-6)
Organization: solitary, pair, or choir (3–12)
Special Abilities
<p><b>Soulfeel (Su)</b> A moyishuu is connected to a single dominant emotion that not only affects their personality, but also grants them a unique ability. The moyishuu can use this ability as a standard action, and they can’t use it again until they take a 10-minute rest to regain Stamina Points. The moyishuu chooses their soulfeel after taking a full night’s rest. Each soulfeel ability is a mind-affecting enchantment effect with a range of 30 feet. A successful Will saving throw negates the effect. The three most common soulfeels are fury, joy and sorrow (all three are detailed below).<br/> <i>Fury:</i> The moyishuu provokes intense rage in a target, causing it to lose its concentration. The target is off-target for 1 round.<br/> <i>Joy:</i> The moyishuu overwhelms the target with a sense of joy and exultation, compelling it to dance about. The target must move at least 10 feet during its next turn.<br/> <i>Sorrow:</i> The moyishuu forces the target to dwell on its past mistakes and misfortunes. The target is unable to take a swift action during its next turn.</p>