MEDIUM, ELECTRICITY, ELEMENTAL
Perception +14; darkvision, magnetic sense (precise) 100 feet
Skills Acrobatics +18, Athletics +15, Computers +13, Stealth +18
Cha +0, Con +4, Dex +7, Int -2, Str +4, Wis +2
Magnetic Sense An elemental magnetic pulse can feel magnetic fields, allowing it to detect large sources of magnetic metal (Bulk 1 or greater) and items with the tech trait within the listed range.
AC 24; Fort +14, Ref +17, Will +11
HP 95; Immunities bleed, electric, paralyzed, poison, sleep
Feedback[reaction] [b]Trigger[/b] The elemental magnetic pulse is hit by a tech weapon or a tech creature. [b]Effect[/b] The triggering weapon or creature increases its glitching value by 1.
Speed fly 50 feet
Melee [one-action] lightning whip +17 (reach 10ft), Damage 2d6+8 electricity plus interference
Ranged [one-action] microwave pulse +17 (range 30ft), Damage 2d4+8 fire plus interference
EMP[two-actions] Creatures and items with the tech trait must make a DC 24 fortitude save or become glitching 2, glitching 4 on a critical failure. Attended tech items can use the fortitude of the creature holding them.
Interference Creatures and items with the tech trait hit by the elemental magnetic pulse's strikes and tech items held by creatures hit by its strikes increase their glitching value by 1.
Monster of the Week: Elemental Magnetic Pulses are electric elementals that can oscillate their electric current to produce EM waves that damage all nearby technology.
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