Seprevoi
Source: Starfinder #5: The Thirteenth Gate
CR: 3 XP: 800
LN Medium monstrous humanoid (seprevoi)
Init.: +4 Senses: darkvision 60 ft. Perception: +13
Defense
HP: 35
EAC: 14 KAC: 15
Fort: +4 Ref: +4 Will: +6; +2 vs. radiation, -2 vs. disease
Offense
Speed: 40 ft.
Melee: tactical dueling sword +9 (1d6+4 S)
Ranged: autotarget rifle +11 (1d6+3 P)
Offensive Abilities: analog attunement
Statistics
Str: +1 Dex: +4 Con: +0 Wis: +0 Int: -1 Cha: +2
Skills: Acrobatics +13, Culture +8, Diplomacy +8, Sense Motive +13
Languages: Seprevoi
Ecology
Environment: any (Sepres VI)
Organization: any
Special Abilities
<p><b>Analog Attunement (Ex)</b> A seprevoi using a weapon with the analog or archaic weapon property receives a +1 racial bonus on attack rolls, due to the centuries of rationing that restricted the race’s access to and familiarity with powered or otherwise advanced technology.<br/><br/> <b>Multi-Legged (Ex)</b> Seprevois have four legs, which makes them particularly stable in areas of normal or higher gravity. A seprevois gains a +2 bonus to its KAC against combat maneuvers to trip or move it from its position.<br/><br/> <b>Orbital Adaptation (Ex)</b> Most seprevois live their whole lives in zero-g environments in the spacecraft orbiting their home world. While a seprevoi must still attempt all required skill checks to move in zero-g, failure at any such checks never imparts the off-kilter condition to the creature. Additionally, seprevois have a natural resistance to radiation. A seprevoi gains a +2 bonus to saving throws to resist radiation and radiation sickness (<i>Starfinder Core Rulebook</i> 404). Finally, seprevois have weakened immune systems, such that they take a –2 penalty to saving throws against diseases (except radiation sickness).</p>