Quantum Clone
Source: Starfinder #31: Waking the Worldseed
CR: 13 XP: 25,600
N Medium aberration
Init.: +6 Senses: darkvision 60 ft. Perception: +23
Defense
HP: 210
EAC: 27 KAC: 28
Fort: +12 Ref: +12 Will: +18
Offense
Speed: 30 ft.
Melee: ultrathin dagger +22 (4d4+16 S)
Ranged: aurora arc pistol +24 (3d6+13 E; critical arc 2d6)
Offensive Abilities: quantum mimicry
Statistics
Str: +3 Dex: +6 Con: +1 Wis: +2 Int: +4 Cha: +8
Skills: Bluff +28, Disguise +28, Life Science +23, Mysticism +23, Physical Science +23
Languages: Common
Gear: platinum AbadarCorp travel suit, aurora arc pistol with 1 high-capacity battery (40 charges), ultrathin dagger
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Existential Paralysis (Ex)</b> The first time a cloned creature comes within 30 feet and line of sight of their quantum clone, they must succeed at a DC 21 Will save or be paralyzed with dread for 1d4 rounds.<br/> <b>Quantum Mimicry (Su)</b> As a being of infinite possibilities, a quantum clone can mimic actions taken by others. As a reaction, every 1d4 rounds when a creature the quantum clone can see uses a spell, spell-like ability, or feat, the quantum clone can gain use of that spell or ability until the end of its next turn (even if it doesn’t meet the prerequisites). The spell, spell-like ability, or feat must be one that requires an action to perform (such as Amplified Glitch but not Great Fortitude). The quantum clone uses its CR as its caster level if necessary.<br/> <b>Shifting Form (Ex)</b> A quantum clone’s physical body is inherently unstable. In very stressful situations (such as combat or interacting with the being they were cloned from), the quantum clone has difficulty retaining a fixed form. This might manifest through the growth of extra limbs, rippling skin, or the warping of facial features. During this time and for 1 round after, the quantum clone gains the amorphous defensive ability but takes a –10 penalty to Disguise checks.</p>