Skittermander CR 2
EAC 14; KAC 15
Fort +1; Ref +3; Will +5
Speed 30 ft.
Melee ember flame doshko +6 (1d8+3 F; critical wound)
Ranged static arc pistol (1d6+2 E; critical arc 2)
Offensive Abilities hyper
Str +1; Dex +2; Con +0; Int +0; Wis +1; Cha +4
Skills Acrobatics +7, Bluff +12, Diplomacy +12, Sense Motive +12, Stealth +7
Languages Common, one additional
Other Abilities envoy improvisations (get ’em, inspiring boost [8 SP])
Gear freebooter armor I, ember flame doshko, static arc pistol with 3 batteries (20 charges each)
Once per day, a skittermander can take an extra move action.
Organization solitary, pair, or mob (3–12)
Skittermanders have a unique outlook: individualistic without being anarchic, and somehow unable (or perhaps unwilling) to grasp the concept of permanent governance.
They understand and enjoy teamwork, and naturally follow a qualified leader to undertake large projects such as the building of domiciles, but once that task has been completed, the leader doesn’t continue to hold sway over the others. Coupled with their unusual life cycle, it would seem as if skittermanders would be very difficult to rule. But such is not exactly the case.
When vesk warships appeared in the sky, skittermanders were more than happy to get out of the invaders’ way—not out of fear, but more because of their innate desire to help. Skittermanders instinctively recognized the superior strength and felt they could best aid the empire by simply not being in the same location as its soldiers. In this way, skittermanders believed the vesk could quickly achieve their goals and move on. They didn’t understand the vesk’s aim was to subdue their world. Since vesk’s code of honor forbade them from shooting the cheerfully acquiescent skittermanders in the back, the invaders were confused and infuriated by the situation.
Today, skittermanders often serve in clerical positions that allow them to aid as many people as possible. They have fully embraced technology and enjoy the many sights the galaxy has to offer. Those who employ skittermanders quickly learn to give them missions that have open-ended parameters, as a skittermander who feels she has completed a task won’t necessarily report back to a superior for further instructions if she finds someone else who needs her help first. Outsiders often find them cheerfully manic, noting a goblin-like flair for the ridiculous but none of that race’s innate malice.
Though skittermanders are mammals, they begin life in something akin to a larval stage. A skittermander whelp looks like a miniature version of an adult, but with more prominent ears and a tiny, secondary mouth on its abdomen. Once born, whelps are left to fend for themselves.
They are truly omnivorous, capable of digesting fruits, leaves, raw meat, and seeds. Additionally, a whelp’s secondary mouth allows it to attach itself to large prey and feed at its leisure. Thanks to a numbing mucus secreted by this mouth, less intelligent animals rarely even notice the whelp’s samplings. A swarm of skittermander whelps has been known to bring down a trundling bovine monoux in a matter of minutes.
After 6 years, whelps mature into adult skittermanders, begin to walk upright, and lose their secondary mouths, but they maintain their taste for anything remotely edible.
Skittermanders living in tropical climes have short, soft fur, while their arctic cousins grow tough, shaggy hair. Their coloration varies even more, with tones of blue, green, and violet being the most common, but with no obvious correlation to their surroundings.
The average adult skittermander is 3 feet tall and weighs about 35 pounds.
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.