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.