Selamid

Source: Starfinder #5: The Thirteenth Gate

CR: 6 XP: 2,400

NG Medium ooze (selamid)

Init.: +3 Senses: blindsight (vibration) 60 ft., sightless Perception: +18

Defense

HP: 80

EAC: 18 KAC: 19

Fort: +7 Ref: +3 Will: +7; +2 vs. gravity effects

Offense

Speed: 30 ft., climb 20 ft., swim 10 ft.

Melee: pseudopod +12 (1d6+8 B plus grab)

Ranged: advanced semi-auto pistol +14 (2d6+6 P)

Offensive Abilities: None

Statistics

Str: +2 Dex: +3 Con: +5 Wis: +1 Int: +0 Cha: +0

Skills: Athletics +18, Culture +18, Sense Motive +13, Survival +13

Languages: Common, Selamidian

Gear: advanced semi-auto pistol with 12 rounds

Ecology

Environment: any (Silselrik)

Organization: solitary, pair, work crew (3–12), or community (50+ plus 50% noncombatants)

Special Abilities

<p><b>Advanced Ooze Biology (Ex)</b> Selamids are not immune to critical hits, are not mindless, and can gain and use skills normally. For effects targeting creatures by type, selamids count as both humanoids and oozes (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both creature types).<br/><br/> <b>Gravity Adaptation (Ex)</b> Selamids can always take 10 on Athletics checks in zero gravity.<br/><br/> <b>Malleable (Ex)</b> A selamid can manipulate and wear equipment as a creature with two arms, and equipment and armor of the appropriate size never needs to be adjusted to allow the selamid to use it. It gains a +8 racial bonus to Acrobatics checks to escape.</p>

Description