Wetzelt

Source: Starfinder #27: Deceivers’ Moon

CR: 4 XP: 1,200

CE Medium aberration (reptoid)

Init.: +3 Senses: darkvision 60 ft., low-light vision Perception: +10

Defense

HP: 50

EAC: 16 KAC: 18

Fort: +6 Ref: +6 Will: +5

Offense

Speed: 40 ft.

Melee: claw +12 (1d6+9 S; critical bleed 1d4)

Offensive Abilities: penetrating strikes

Statistics

Str: +5 Dex: +3 Con: +1 Wis: +1 Int: -2 Cha: -3

Skills: Athletics +15, Stealth +10, Survival +10

Languages: Reptoid (can’t speak any language)

Ecology

Environment: any

Organization: solitary or pair

Special Abilities

<p><b>Electromagnetic Field (Ex)</b> A wetzelt generates an electromagnetic field that disrupts technological devices and constructs, and interferes with electronic signals, such as those employed by comm units. Such signals do not function within this area. When a creature activates an item with charges within the area of effect, that object must succeed at a DC 13 Reflex save or is drained of the charge and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 13 Reflex save or be staggered and unable to use energy-based attacks for 1d3 rounds. A creature or object that succeeds at its saving throw is immune to any wetzelt’s electromagnetic field for 24 hours. Equipment held, manufactured, or used by reptoids is unaffected by a wetzelt electromagnetic field.<br/> <b>Penetrating Strikes (Ex)</b> A wetzelt’s claw attacks have the penetrating weapon special property, ignoring hardness up to the wetzelt’s CR (usually 4).</p>

Description