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
Comm Unit (Ex) 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.
Resistance Network (Ex) 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.
Description
Trinirs are natives of the usually frozen Ashypso. These small, android-like beaked humanoids lack a history, as they awakened in hibernation chambers only recently as their planet thawed. Thanks to the Gap (and possibly other unknown factors), trinirs have found little to indicate who they are or how they came to be. Some believe ruins of their ancient civilization might be found somewhere within the ice.
