Nuar Enforcer CR 4
EAC 18; KAC 20
Fort +6; Ref +4; Will +5
Speed 35 ft.
Melee tactical cryopike +12 (1d8+11 C) or horn +12 (1d6+11 P)
Ranged frostbite-class zero rifle +9 (1d8+4 C; critical staggered [DC 13]) or frag grenade II +9 (explode [15ft., 2d6 P, DC 13])
Offensive Abilities gore, fighting styles (hit-and-run), knockdown
Str +5; Dex +0; Con +3, Int +1; Wis +1; Cha +0
Skills Athletics +15, Intimidate +10, Survival +10 Feats Opening Volley
Languages Common, Orc
Other Abilities maze mind
Gear lashunta ringwear II, maze-core frostbite-class zero rifle and tactical cryopike with 2 high-capacity batteries (40 charges each), frag grenades II (3)
A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.
When a nuar enforcer scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect.
Maze Mind (Ex)
Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + (CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.
Organization solitary, pair, or brute squad (3–6)
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.