Home >Game Mastering >Bestiary >Enemies by Type >Aberrations >

Orocoran

Orocoran CR 6

XP 2,400
CE Medium aberration
Init +5; Senses darkvision 60 ft., see invisibility; Perception +13

DEFENSE

HP 93 RP 1
EAC 18; KAC 20
Fort +8; Ref +8; Will +7 (+9 vs. mind-affecting effects)
Defensive Abilities unflankable

OFFENSE

Speed 30 ft.
Melee proboscis +13 (1d8+6 P; critical bleed 1d6)
Ranged projectile vomit +16 (1d10+6 A plus hallucinate)
Spell-Like Abilities (CL 6th)

1/dayaugury
Constantsee invisibility

STATISTICS

Str +0; Dex +5; Con +3; Int –1; Wis +1; Cha +2
Skills Mysticism +13, Stealth +18, Survival +13
Languages Aklo (can’t speak any language); limited telepathy 60 ft.

SPECIAL ABILITIES

Hallucinate (Ex)

An orocoran’s stomach fluids are laced with the narcotic black ichor of Aucturn. A creature hit with the orocoran’s projectile vomit must succeed at a DC 16 Will save or be confused (as per confusion) for 1d4 rounds.

Projectile Vomit (Ex)

As a standard action, an orocoran can spew a thin stream of vomit at a target within 30 feet. In addition to taking damage, a creature hit with this spray is subject to the orocoran’s hallucinate ability.

ECOLOGY

Environment any
Organization solitary, brood (2–9), or congregation (10–20 orocorans plus 1 ichor lord)

Section 15: Copyright Notice

Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.