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>