Protocite Speaker
Source: Starfinder #15: Sun Divers
CR: 2 XP: 600
N Small construct (technological)
Init.: +1 Senses: darkvision 60 ft., low-light vision Perception: +7
Defense
HP: 23
EAC: 13 KAC: 14
Fort: +0 Ref: +1 Will: +3
Offense
Speed: 30 ft.
Melee: slam +7 (1d4+2 B)
Ranged: laser +8 (1d4+2 F; critical burn 1d4)
Offensive Abilities: sensory overload
Statistics
Str: +0 Dex: +1 Con: — Wis: +0 Int: +2 Cha: +4
Skills: Acrobatics +7, Culture +12, Diplomacy +12, Sense Motive +12
Languages: Noma; parse; shortwave 100 ft.
Ecology
Environment: any urban (Noma)
Organization: solitary, pair, telemetry (3–30), or cloud (30+)
Special Abilities
<p><b>Congenial (Ex)</b> Protocite speakers relish the opportunity to learn and respond well to positive interactions. They start with a friendly attitude. This attitude worsens only if an attempt at Diplomacy fails by 10 or more.<br/> <b>Laser (Ex)</b> The protocite speaker’s laser has a range increment of 80 feet.<br/> <b>Parse (Ex)</b> By spending 10 minutes conversing with a willing creature, a protocite speaker can approximate that creature’s spoken or signed language.<br/> <b>Sensory Overload (Ex)</b> As a full action, a speaker can spin in place, changing its body while emitting high-pitched shrieks and whistles. Each non-protocite creature within 30 feet must attempt a DC 14 Fortitude save. On a success, the creature is dazzled for 1 round. On a failure, the creature is sickened for 1 round.<br/> <b>Shortwave (Ex)</b> A protocite can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.<br/> <b>Sunlight Dependency (Ex)</b> Protocites are solar-powered constructs, although they can function at reduced capacity away from light. In areas of darkness, protocites gain the sickened condition.</p>