Shimreen Worker
Source: Alien Archive 3
CR: 1 XP: 400
— — —
Init.: +2 Senses: — Perception: +5
Defense
HP: 17
EAC: 11 KAC: 12
Fort: +3 Ref: +3 Will: +2
Offense
Speed: 30 ft.
Melee: crystal lance +4 (1d3+2 P)
Ranged: azimuth laser pistol +6 (1d4+1 F; critical 1d4 burn)
Offensive Abilities: amplify (1d4), target tracking
Statistics
Str: +1 Dex: +2 Con: +1 Wis: +0 Int: +4 Cha: +0
Skills: Computers +10, Engineering +10, Medicine +5, Physical Science +10, Piloting +5
Languages: Shimreeni, Terran
Gear: flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each)
Ecology
Environment: any (Shimrinsara)
Organization: solitary, pair, or geode (3–8)
Special Abilities
<p><b>Amplify (Ex)</b> Whenever a shimreen takes energy damage, they can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within their crystalline form. The next time the shimreen hits with a melee attack, they release this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can’t take additional damage in this way again until they release the energy they’re storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at 8th level (or CR 8) and 3d4 at 16th level (or CR 16).<br/> <b>Radiant (Ex)</b> A shimreen constantly emits dim, normal, or bright light in a 5-foot radius and is immune to the dazzled condition. A shimreen can adjust their current level of light as a move action, but they can’t extinguish it.<br/><br/> <b>Shift Limb (Ex)</b> As a swift action, a shimreen can transform one of their hands into a natural weapon that deals piercing damage. While transformed, this hand can’t be used to hold or use anything. The shimreen can reverse the transformation as a swift action.</p>