Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Kunnid

Source Starfinder #26: Flight of the Sleepers pg. 56

Kunnid CR 5

XP 1,600
N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11

Defense

HP 72
EAC 17; KAC 19
Fort +9; Ref +9; Will +4

Offense

Speed 50 ft., spider climb
Melee gore +15 (1d6+10 P; critical bleed 1d4)
Ranged magnetic beam +12 (1d8+5 B plus shift [DC 13])
Offensive Abilities magnetic beam, relentless

Statistics

STR +5; DEX +3; CON +2; INT -4; WIS +2; CHA +0
Skills Acrobatics +11, Athletics +11, Survival +16 (+24 to orienteering)

Ecology

Environment any
Organization solitary, pair, or migration (3–20)

Special Abilities

Magnetic Beam (Su) As a ranged attack, a kunnid can emit a crushing magnetic beam with a range increment of 20 feet.
Relentless (Ex) A kunnid can charge without taking the normal penalties to its attack roll and AC and can charge through difficult terrain.
Shift (Su) If a kunnid hits with its magnetic beam attack, it deals normal damage. If the kunnid’s attack roll hits the target’s KAC + 4, the target must succeed at a DC 13 Fortitude save or be moved 5 feet in a direction of the kunnid’s choosing. This distance increases to 10 feet if the kunnid’s attack roll hits the target’s KAC + 13. The kunnid can’t move the target past an obstacle. If the target is wearing, wielding, or carrying any metallic objects (including starmetals), it takes a –4 penalty to its save.

Description

Rarely seen and frequently misunderstood, kunnids are nomadic creatures that wander planetoids across the galaxy in an inexorable journey toward areas where the planetoids’ external magnetic field is strongest. A kunnid has three legs with hooved feet, irregular hornlike growths protruding from its skull, and dozens of prehensile tendrils that dangle from its swollen body. The average kunnid stands 10 to 12 feet tall at the shoulder and weighs 1,200 pounds. Many other species on these worlds never glimpse a kunnid in the flesh; frequently, the only evidence of a kunnid’s presence is odd, cloven-hooved tracks marching in straight lines around settlements. Locals frequently attribute these tracks to cryptids and incorporate them into their superstitions.

Many researchers believe that kunnids were created by another intelligent species as living tools for exploration. Others maintain that kunnids belong to an independent lost culture. Some even think that kunnids are the spirits of deceased explorers. With few hard facts about how or why they appear on a world, kunnids’ existence has fueled many conspiracy theories.

When on a planet, kunnids travel relentlessly in straight lines toward magnetic north. They are generally peaceful creatures unless their journey is obstructed or confused by unnatural magnetic fields, at which point they lash out. Once at a world’s magnetic north pole, kunnids establish lairs and mate. However, this never seems to result in an increase in kunnid populations, as groups of kunnids often mysteriously disappear overnight.