Swarm Dredger
Source: Starfinder #21: Huskworld
CR: 5 XP: 1,600
CE Small monstrous humanoid (troop)
Init.: +4 Senses: blindsense (vibration) 30 ft., darkvision 60 ft. Perception: +15
Defense
HP: 70
EAC: 17 KAC: 19
Fort: +7 Ref: +9 Will: +6
Offense
Speed: 30 ft., burrow 20 ft.
Melee: troop attack (1d4+8 S plus cling [DC 13])
Offensive Abilities: None
Statistics
Str: +5 Dex: +4 Con: +3 Wis: +1 Int: +0 Cha: -2
Skills: Acrobatics +11, Athletics +11, Stealth +11
Languages: Shirren (can’t speak); telepathy 100 ft.
Ecology
Environment: any
Organization: solitary, pair, or throng (3–6)
Special Abilities
<p><b>Cling (Ex)</b> Each creature that takes damage from a dredger troop’s troop attack must succeed at a DC 13 Reflex save or gain the flat-footed and off-target conditions until the end of the troop’s next turn as dredgers cling to the target’s body, throwing off their aim and balance.<br/><br/> <b>Swarm Mind (Ex)</b> Members of the Swarm are bound together into a singular hive mind by a blend of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication. All Swarm creatures within 30 feet of each other are in constant communication; if one is aware of a threat, all are. (Such awareness can spread along a “chain” of Swarm creatures under appropriate circumstances, potentially alerting distant Swarm creatures). In addition, once per round when within 30 feet of another Swarm creature, a Swarm creature can roll twice and take the better result on a saving throw against a mind-affecting effect.</p>