Vorphoma

Source: Starfinder #19: Fate of the Fifth

CR: 1 XP: 400

CE Medium monstrous humanoid

Init.: +4 Senses: darkvision 60 ft. Perception: +5

Defense

HP: 16

EAC: 10 KAC: 11

Fort: +3 Ref: +3 Will: +4

Offense

Speed: 30 ft., fly 30 ft. (Ex, average)

Melee: bite +3 (1d4+2 P) or claw +3 (1d6+2 S)

Ranged: arm barb +5 (1d4+1 P plus venom)

Offensive Abilities: None

Spell-like Abilties: (CL 1st)

Statistics

Str: +1 Dex: +4 Con: +1 Wis: +0 Int: +0 Cha: +2

Skills: Acrobatics +5, Athletics +5, Stealth +10

Languages: Shirren; telepathy 100 ft.

Ecology

Environment: any

Organization: solitary, pair, or pack (3–5)

Special Abilities

<p><b>Arm Barb (Ex)</b> As a ranged attack, a vorphoma can shoot a finger-sized barb from one of its arms with a range increment of 60 feet. A vorphoma can shoot a total of 8 barbs before it must take 10 minutes to regrow them.<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 with 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.<br/><br/><b>Venom (Ex)</b> A living creature that takes damage from an arm barb must succeed at a DC 12 Fortitude save or be sickened for 1d3 rounds.</p>

Description