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Creature Companions
The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger.
Click here for the remaining rules on Creature Companions.
Sun-scrapper Beetle Companions
Source
Alien Archive 4 pg. 27
Dawn beetles make agreeable companions so long as their keepers periodically remind them not to disassemble nearby vehicles and architecture. A sun-scrapper becomes anxious unless regularly provided junk and a place to store it, but properly bribed, it remains content to live with others for years. Core-divers, on the other hand, rarely remain on the surface long enough to serve as long-term companions.
Sun-scrapper Beetle
Levels 2-16
Large vermin
Senses
darkvision 60ft
Good Save
Fort;
Bad Saves
Reflex, Will
Speed
20 ft., burrow 10 ft.
Melee Attack
bite (P)
Space
10 ft.
Reach
5 ft.
Ability Modifiers
Con, Str
Other Abilities
solar adaptation, void adaptation
Special Abilities
Junk Fortress (Ex)
A sun-scrapper beetle gains the Barricade feat. When you’re mounted on your sun-scrapper beetle companion, you and your companion benefit equally from the cover granted by Barricade.
Scrap (Ex)
A sun-scrapper beetle gains a +4 racial bonus to sunder combat maneuvers.
Solar Slingshot (Ex)
A dawn sun-scrapper can fly through space at standard navigation and astrogation speeds (Starfinder Core Rulebook 290) using Survival instead of Piloting to navigate. The beetle can initiate this travel only while within 10 miles of an ongoing solar flare or similar stellar phenomenon. The beetle can’t fly, but while traveling and curled up, it can reliably survive crash landings, taking only 3d6 falling damage no matter the height or speed.