Trinir

Source: Starfinder #22: The Forever Reliquary

CR: 4 XP: 1,200

Agender trinir technomancer

Init.: +0 Senses: darkvision 60 ft., low-light vision Perception: +10

Defense

HP: 47

EAC: 15 KAC: 15

Fort: +3 Ref: +3 Will: +7

Offense

Speed: 20 ft.

Melee: tactical baton +8 (1d4+4 B)

Ranged: thunderstrike sonic pistol +6 (1d8+4 So; critical deafen [DC 15])

Offensive Abilities: None

Statistics

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

Skills: Computers +15, Engineering +15, Mysticism +10

Languages: Trinir; comm unit 30 ft.

Gear: trinir suit (functions as defrex hide), tactical baton, thunderstrike sonic pistol with 1 battery (20 charges)

Ecology

Environment: any (Ashypso)

Organization: solitary, pair, or pilgrimage (3–10)

Special Abilities

<p><b>Comm Unit (Ex)</b> A trinir can communicate as if it had a built-in comm unit that functions on a planetary scale. This ability also works like telepathy with a range of 30 feet, but only with other creatures that have this ability, androids, and constructs that have the technological subtype.<br/><br/> <b>Resistance Network (Ex)</b> As a standard action, a trinir can share one of their resistances with adjacent creatures of their choice. This shared resistance lasts up to 8 hours, but it ends immediately if an affected creature ceases to be adjacent to the trinir or the trinir falls unconscious.</p>

Description