Neotophet
Source: Starfinder #18: Assault on the Crucible
CR: 10 XP: 9,600
N Large construct (magical, technological)
Init.: +5 Senses: darkvision, low-light vision Perception: +19
Defense
HP: 165
EAC: 23 KAC: 25
Fort: +10 Ref: +10 Will: +7
Offense
Speed: 40 ft.
Melee: bite +23 (2d10+18 B plus swallow whole) or slam +23 (2d10+18 B; critical knockdown)
Offensive Abilities: swallow whole (special, EAC 23, KAC 25, 65 HP), trample (2d10+18 B, DC 17)
Statistics
Str: +8 Dex: +5 Con: — Wis: +3 Int: +1 Cha: -1
Skills: Acrobatics +19, Athletics +24, Intimidate +19
Languages: Common
Ecology
Environment: any
Organization: solitary, capture team (1 plus 4 patrol-class security robots), or prison (2–12)
Special Abilities
<p><b>Conductive (Ex)</b> If a neotophet is dealt fire or electricity damage, half the damage dealt passes through the neotophet and into any creatures inside it.<br/><br/><b>Swallow Whole (Ex)</b> When a creature is placed inside a neotophet’s hollow spherical interior, the construct’s maw locks down, preventing the neotophet from using its bite attack but keeping the trapped creature from climbing out. If the neotophet moves 10 feet or more on its turn, a creature inside it must succeed at a DC 17 Reflex save or become staggered until the start of the neotophet’s next turn. A neotophet’s reinforced interior prison is stronger than normal for a creature of its CR—however, a swallowed creature can attempt to force open the locked access hatch built into the neotophet’s lower body. Doing so requires the creature trying to open the hatch to succeed at a DC 30 Engineering check. Once a creature escapes through the hatch, the hatch closes and locks again. This hatch can be opened from the outside only if the neotophet is unable to act or willing to open the hatch.</p>