Glass Tardigrade CR 14
This ghastly monster’s veins glow with an eerie light and it shakes shards of glass off its hide as it lumbers toward you.
HP 250 RP 5
EAC 28, KAC 30
Fort +16, Ref +16, Will +14
Defensive Abilities reflect spells
Speed 40 ft.
Melee claw +27 (8d6+22 B and S)
Multiattack 4 claws +21 (4d6+22 B and S)
Space 15 ft.; Reach 10 ft.
The tardigrade can choose to shed light from any part of its body, ranging in intensity from a soft glow like that of a candle (shadowy illumination in a 5-foot radius) to the full brightness of a torch (bright light in a 20-foot radius and shadowy illumination for an additional 20 feet). The tardigrade may duplicate any color of light it so desires, even creating multiple colors, and may cancel or resume use of this ability at will as a swift action.
Reflect Spells (Ex)
Every 1d4 rounds as a swift action, a glass tardigrade can form a glassy coating over its skin to enhance its resistance to magic for 1 round. During this time, spells and spell-like effects targeting the tardigrade are turned back upon the original caster. Area effect spells and spells with a range of touch are not affected.
Up to ten spell levels are affected by the turning before the effect is exhausted.
Environment warm forest, plains, or hills
Organization solitary, pair, or pack (2-6)
The glass tardigrade has translucent skin and bioluminescent pulmonary system, giving it a ghostly appearance. It constantly shakes off small shards of glass from its skin.
Starjammer Core Rulebook – Starfinder Edition © 2017 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John Starjammer – Starfinder Compatible Edition © 2017 d20pfsrd.com Publishing; Authors: Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder, Michael Ritter; Conversion to Starfinder by Tyler Beck, Kim Frandsen, Michael Ritter, Peter K. Ullmann.