Skreesire CR 7
EAC 19; KAC 20
Fort +6; Ref +6; Will +12; DR 5/cold iron; Immunities acid
Speed 30 ft., swim 20 ft.
Melee bite +15 (1d8+9 P) or tentacle +15 (1d8+9 B plus grab)
Space 10 ft.; Reach 10 ft.
Offensive Abilities enthrall
Str +2; Dex +4; Con +1; Int +5; Wis +1; Cha –2
Skills Acrobatics +14, Athletics +19, Intimidate +14, Stealth +19 (+24 in rocky terrain), Survival +19
Languages Aklo, Common (can’t speak any language); telepathy 100 ft.
Other Abilities camouflage
Skreesires have a mottled exterior that blends in well with their preferred surroundings in rocky hill and mountain terrains. In addition to a skreesire’s normal racial bonus to Stealth, when a skreesire remains stationary for 1 round in rocky terrain, it gains a +10 circumstance bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If the skreesire takes any action, it loses this bonus until it once again spends 1 round remaining stationary.
Skreesires have powerful wills and can use them to change the course of an intelligent creature’s thoughts. Three times per day as a standard action, a skreesire can project its will into the mind of an intelligent creature with 40 feet. The target hears a mighty telepathic screech, and if it fails a DC 17 Will saving throw, it is affected as per suggestion.
Whether or not it succeeds at its save, a creature can’t be affected by the same skreesire’s enthrall ability for 24 hours. This is a mind-affecting effect.
Environment any hills or mountains
Skreesires are insidious horrors that lurk in the rocky reaches of the universe. They are omnivorous and consume all manner of matter, but they prefer the same diet of plants that sustains and empowers their progeny— nasty winged creatures known as skreelings (see page 56).
Skreesires round bodies are bulky and intimidating. Their wings are nonfunctional, and they use their tentacles for grabbing prey. They stand up to 10 feet tall and weigh up to 500 pounds.
Unlike their young, skreesires live solitary lives and are fiercely protective of their territories, even from other skreesires. They view any intrusion from a sentient creature as a threat, and thus they often use their infamous mental abilities to twist intruders’ minds and cause those creatures to flee. If that fails, they descend on the trespasser with teeth and tentacles.
Skreesires are hermaphroditic and can self-fertilize, though they usually do so only after particularly large feasts, as extra genetic material they harvest from their food helps to mitigate the effects of inbreeding. They tend to lay their clutches of eggs in the corpses of the creatures they have just fed upon, but they use soft sand or tangles of vines if needed.
Starfinder Adventure Path #3: Splintered Worlds © 2017, Paizo Inc.; Authors: Amanda Hamon Kunz, with Thurston Hillman, Jason Keeley, and Owen K.C. Stephens.