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>