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Asquenti, Scintillating

Scintillating Asquenti CR 3

XP 800
N Medium monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., incredible sight; Perception +8

DEFENSE HP 42

EAC 14; KAC 16
Fort +5, Ref +7, Will +3
Resistances sonic 10
Weaknesses light blindness

OFFENSE

Speed 20 ft., swim 60 ft.
Melee pincer +12 (1d4+5 B) or sonic pincer +12 (1d6+5 B & So; critical Stunned”>stunned [DC 12])
Ranged sonic lance +9 (1d4+3; critical Stunned”>stunned [DC 12])
Offensive Abilities scintillation

STATISTICS

Str +2, Dex +1, Con +4, Int +0, Wis +0, Cha –1
Skills Athletics +13, Life Science +8, Survival +13
Feats Multi-Weapon Fighting
Languages Aquan, Asquenti
Other Abilities gleam, water breathing

SPECIAL ABILITIES

Gleam (Ex)

By oscillating the frequencies of their sonic pincers, scintillating asquenti cause their carapace to glow and rapidly shift colors without requiring an action. This emits light in a 10-foot radius, of a color of the asquenti’s choice.

Light Blindness (Ex)

Scintillating asquenti are blinded for 1 round if exposed to bright light, such as sunlight, and are dazzled as long as they remain in areas of bright light.

Scintillation (Ex)

Once per day, a scintillating asquenti can intensify its gleam ability to produce hypnotic patterns that distract and entrance other creatures. Non-asquenti within 10 feet of the scintillating asquenti must succeed at a DC 12 Will save or be fascinated.

Scintillating asquenti can maintain this effect for as long as they can maintain concentration, and the effect lingers for 2 rounds afterwards.

Once a creature succeeds at the saving throw against this effect, it is immune to that particular asquenti’s scintillation for 24 hours. This is a sense-dependent compulsion effect.

ECOLOGY

Asquenti adapted to the deepest trenches of the ocean have developed both a source of light and an additional defense mechanism. These asquenti are often extremely dangerous, having long served as the front lines of the war with benthonirs inhabiting the same depths.

Variants

Transparent asquenti (CR 3) Asquenti who are born near transparent coral gain a +8 racial bonus to Stealth, and if underwater and not moving, gain Concealment”>concealment. They also gain an affinity for water magic, gaining +1 caster level for spells with the water descriptor. Such spells also have their DC increased by 1. They otherwise use the same statistics as the scintillating asquenti, but lack the gleam, light blindness, and scintillation abilities.

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.