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

Sporewing

Sporewing CR 5

The orange, fleshy underside of this floating raylike creature features a large circular maw of fangs, with a bulbous spore-sac at the end of its tail.

XP 1,600
N Large aberration
Init +2; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +11

DEFENSE HP 90

EAC 18; KAC 20
Fort +7, Ref +7, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (perfect)
Melee slam +14 (1d6+10 B plus grab)
Offensive Abilities blood drain 1d2 Con, constrict (1d6+10 B), sticky sporecloud

STATISTICS

Str +5, Dex +2, Con +3, Int -2, Wis +2, Cha -2
Feats Blind-fight
Skills Athletics +11, Stealth +16, Survival +11
Languages Aklo
Other Abilities amphibious, compression

SPECIAL ABILITIES

Sticky Sporecloud (Ex)

Once per minute as a standard action a sporewing can release a blinding cloud of spores around itself in a 20-foot radius. These spores affect sight as a fog cloud and persist for 5 rounds before dispersing—a strong wind immediately disperses the cloud.

The spores cling to and inhibit the movement of all Medium or smaller creatures, who must succeed at a DC 17 Reflex save each round or become entangled for 1d4 rounds. The spores quickly become brittle but while sticky they can be washed off with alcohol or vinegar. In addition, creatures exposed to the sporecloud are exposed to toxic spores.

Sporewings are cunningly evolved variants of the muck-dwelling river rays called cuero, adapted to life outside of the water. Their hunting and mating habits are similar to their aquatic cousins, but they have developed buoyant air-sacs that enable them to hover and fly, using their muddy coloration while clinging to the ground or to mounds of vegetation to hide their presence before launching themselves into the air to unleash their sleep-inducing spores onto their victims and gnawing them to death once they have been overcome.

Soporific Spores

Type poison (contact); Save Fortitude DC 15; Track none; Frequency 1/round for 6 rounds. Effect Each time a creature fails a save against these spores, they gain one level on the Wisdom poison track. In addition, creatures failing two consecutive saves against these spores are dazed for 1 round. Cure 1 save

ECOLOGY

Environment temperate hills, plains, and marshes
Organization solitary, pair, or pack (3–5)

Variants

Sporewing, Cuero: These aquatic relatives of the sporewing lack the fly speed, poison, and sticky sporecloud of their floating cousins. Instead, they have a swim speed of 30 feet and gain a +5 bonus on Stealth checks when in the water. In addition, they gain the following special ability:

Muddy Cloud (Ex)

A sporewing can flap about in the water within 10 feet of a riverbed or lake bed and stir up mud, pebbles, sand, silt, and other debris. This creates a hemispherical cloud in the nearby water with a radius of 30 feet (or to the edge of the water, whichever is closer). The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. In non-flowing water, the muddy cloud dissipates in 2d6 rounds. In flowing water, the duration is reduced by 1 round for every 10 feet per round the water flows beyond 20 feet.

Section 15: Copyright Notice

Alien Bestiary (Starfinder) © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.