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Creature Companions
The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger.
Click here for the remaining rules on Creature Companions.
Quander Companions
Source
Starfinder Enhanced pg. 135
Quanders are small, skittish amphibians with six short legs, a thick tail, and a frill of colorful fins crowning their head. Quanders secrete a conductive mucous from their pores, which coats their skin completely and allows them to release bursts of electricity which they use to harm their foes and scare off predators. Clever and quick, they prefer hiding to direct confrontation, and they almost never head into unfamiliar areas without careful consideration and a cautious approach.
Quanders are found in lakes, swamps, rivers, and other sources of freshwater. They eat fish, crustaceans, insects, and seaweed, though crustaceans are their favorite food by far. They enjoy swimming, playing in mud, and napping under damp leaves. When away from sources of moisture, they dry out quickly, and strive to stay damp and cool whenever possible.
Despite their caution, quanders can be befriended with care, patience, and plenty of food. Once quanders are comfortable with their owners, they’re friendly, playful, and enjoy being handled. When particularly content, they release a burbling trill and flare their fins. Of course, if they become too stimulated, they can inadvertently release their laten electricity and cause issues, especially for those reliant on electronic devices.
Quander
Levels 3-15
Small magical beast (aquatic)
Senses
blindsight (electricity) 90 ft., low-light vision
Good Save
Reflex;
Bad Saves
Fort, Will
Resistances
electricity 5
Speed
40 ft., swim 40 ft.
Melee Attack
bite (E & P)
Space
5 ft.
Reach
5 ft.
Ability Modifiers
Dex, Wis
Other Abilities
amphibious
Special Abilities
Empower (Ex)
Quanders sometimes attach to sources of electricity for comfort, inadvertently imbuing them with extra energy. Once per hour, a quander can spend 1 minute in contact with a weapon that deals electricity damage to empower that weapon’s next attack with a bonus to damage equal to half the quander’s level.
Discharge (Su, 7th level)
Every 1d4 rounds, a quander can release a burst of electricity as a standard action. All creatures within 15 feet, except for you, are dealt electricity damage equal to 1-1/2 × the quander’s level and can make a Reflex saving throw for half damage (DC = 10 + 1-1/2 × the quander’s level). A creature that fails this saving throw by 10 or more is additionally dazed for 1 round.