Source Starfinder #19: Fate of the Fifth pg. 55Kaion CR 2XP 600 N Small animal Init +4; Senses blindsense (electromagnetism) 60 ft., low-light vision; Perception +7
DefenseHP 25 EAC 12; KAC 16 Fort +5; Ref +7; Will +1 Defensive Abilities void adaptation
OffenseSpeed 10 ft., fly 60 ft. (Ex, perfect) Melee radula +7 (1d6+3 S) or slam +7 (1d4+3 B plus grab) Ranged sclerite +10 (1d6+2 P plus entangled) Space 5 ft.; Reach 5 ft. (10 ft. with slam) Offensive Abilities polarity pulseStatisticsSTR +1; DEX +4; CON +2; INT -4; WIS +0; CHA -2 Skills Athletics +7, Acrobatics +7 (+15 to fly) Other Abilities magnetic levitationEcologyEnvironment mountains, urban, or vacuum (Diaspora) Organization solitary, pair, or pod (3–6)Special AbilitiesMagnetic Levitation (Ex) A kaion can fly in a vacuum. However, this flight is limited to within 60 feet of a planet or asteroid’s surface or a nearby metallic structure, such as a steel railing or a starship’s hull.
Polarity Pulse (Ex) As a standard action, a kaion can release a magnetic pulse in a 60-foot-radius spread. Each creature in that area wielding metallic weapons, wearing metallic armor, or entangled by a kaion’s sclerites must succeed at a DC 13 Reflex save or be pulled up to 30 feet toward the kaion, or double that on a failure by 5 or more. If a creature is affected only because of an object it holds, it can drop the object as a free action to cease being pulled. Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion. Being pulled toward a kaion doesn’t provoke attacks of opportunity.
Sclerite (Ex) A kaion can fire a sclerite with a range increment of 60 feet. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 Athletics or Acrobatics check.DescriptionWell-known pests of the seas of Nisis, the River Between, and the Diaspora, kaions float in space and water in search of minerals and flesh. These creatures house chemosynthetic bacteria within their chambered shells, which produce energy from various inorganic minerals the kaion scrapes up with its radula and then excrete metallic impurities as a metabolic byproduct. The alloys accumulate in the kaion’s shell as well as in the numerous metallic sclerites that cover the kaion’s many tentacles and two long arms. Not only do these deposits protect the kaion’s soft tissues, but they also produce powerful magnetic fields that respond to the kaion’s bioelectric impulses, often visible in the expanding and contracting field lines of metallic dust adhering to the creature’s shell.
Though their symbiotes provide much of a kaion’s energy needs, kaions require organic proteins in order to mature and to produce gametes. They obtain this resource from live prey using a characteristic hunting technique. By creating a magnetic gradient down its arms, a kaion can detach and accelerate one of its sclerites to railgun speeds. These projectiles lodge in targets, where they can subsequently be reeled back via magnetic attraction, bringing prey with them. Pods of kaions cooperate to bring down larger prey, with younger kaions firing sclerites and older, higher-status individuals reeling the prey in to feed on.
Though kaions are native to the Diaspora, they have since spread to other worlds as stowaways on ice haulers and other starships. They can now be found grinding away on mines and construction sites from Akiton to Triaxus.
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KaionSource Alien Archive 4 pg. 58 Kaions hound miners and shippers across the galaxy, feasting on starship hulls and mined ores alike. These mollusk-like creatures produce their own energy via chemosynthesis. As a kaion scrapes up inorganic minerals from nearby rock with its radula, symbiotic bacteria in its shell produce energy and excrete any unwanted metals as a metabolic byproduct. These metals accumulate in the kaion’s shell as well as in the numerous metallic sclerites that cover the kaion’s many tentacles and two long arms. The kaion’s armored surface also produces powerful magnetic fields that respond to the creature’s bioelectric impulses, often visible in field lines of metallic dust that adhere to the creature’s shell, expanding and contracting in rhythmic, breath-like movements. By using a nearby metallic surface as an anchor, kaions can propel themselves via magnetic levitation. As space travel has increased, kaions have expanded far beyond their native habitat of the Diaspora by hitching rides on unsuspecting starships. By creating a magnetic gradient down its arms, a kaion can detach one of its sclerites and accelerate it to railgun speeds. These projectiles lodge in or adhere to targets; subsequent magnetic pulses can reel prey back as though they were harpooned.
Kaions are a social species organized into a pod structure, and whole pods cooperate to bring down larger prey. When multiple kaions in a pod have reached a sufficient level of size and strength, they can instead become magnetically aligned with each other and form a single multichambered chimeric organism called a multipole, that can fly through space unaided.Aliens in the "Kaion" FamilySource Alien Archive 4 pg. 58Kaion CR 2XP 600 N Small animal Init +4; Senses blindsense (electromagnetism) 60 ft., low-light vision; Perception +7
DefenseHP 25 EAC 12; KAC 16 Fort +5; Ref +7; Will +1 Defensive Abilities void adaptation
OffenseSpeed 10 ft., fly 60 ft. (Ex, perfect) Melee radula +7 (1d6+3 S) or slam +7 (1d4+3 B plus grab) Ranged sclerite +10 (1d6+2 P plus entangled) Space 5 ft.; Reach 5 ft. (10 ft. with slam) Offensive Abilities polarity pulseStatisticsSTR +1; DEX +4; CON +2; INT -4; WIS +0; CHA -2 Skills Acrobatics +7 (+15 to fly), Athletics +7 Other Abilities magnetic levitationEcologyEnvironment mountains, urban, or vacuum (Diaspora) Organization solitary, pair, or pod (3–6 kaions plus 1 kaion multipole)Special AbilitiesMagnetic Levitation (Ex) A kaion can fly in a vacuum. However, this flight is limited to within 60 feet of a planet or asteroid’s surface or a nearby metallic structure, such as a steel railing or a starship’s hull. Polarity Pulse (Ex) As a standard action, a kaion can release a magnetic pulse in a 60-foot-radius spread. Each creature in that area wielding metallic weapons, wearing metallic armor, or entangled by a kaion’s sclerites must succeed at a DC 13 Reflex save or be pulled up to 30 feet toward the kaion, or double that on a failure by 5 or more. This movement doesn’t provoke attacks of opportunity. If a creature is affected only because of an object it holds, it can drop the object to cease being pulled; this does not require an action. Unsecured metallic objects in the area are automatically pulled 60 feet toward the kaion. Sclerites (Ex) As a standard action, a kaion can fire a sclerite as a ranged attack with a range increment of 60 feet that targets KAC. The sclerite lodges in or sticks to the target on a hit, causing the target to become entangled as long as the sclerite remains. An entangled creature can remove a sclerite as a move action by succeeding at a DC 13 Athletics or Acrobatics check.
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