LN Medium humanoid (shimreen)
Init +7; Perception +11
EAC 17; KAC 20
Fort +7; Ref +5; Will +6
Resistances electricity 5
Speed 35 ft.
Melee crystal lance +14 (1d3+12 P)
Ranged thunderstrike sonic rifle +11 (1d10+5 So; critical deafen [DC 13]) or frag grenade II +11 (explode [15 ft., 2d6 P, DC 13])
Offensive Abilities amplify (1d4), charge attack, fighting styles (blitz)
Str +5; Dex +3; Con +0; Int +2; Wis +0; Cha +0
Skills Acrobatics +11, Athletics +16, Engineering +11
Other Abilities radiant
Languages Shimreeni, Terran
Gear shimreen crystal extracarapace II (functions as lashunta ringwear II), thunderstrike sonic rifle with 1 high-capacity batteries (20 charge), frag grenades II (2)
Organization solitary, pair, or cluster (3–8)
Amplify (Ex) Whenever a shimreen takes energy damage, she can voluntarily take an additional 1d4 damage of the same type by amplifying the energy within her crystalline form. This empowers her next melee attack. The next melee attack the shimreen makes releases this energy, dealing an additional amount of damage equal to the extra damage the shimreen took (and of the same type). The shimreen can’t take additional damage again until she releases the energy she is storing. If unused, this stored energy dissipates after 10 minutes. The amount of extra damage the shimreen takes (and deals) increases to 2d4 at CR 8 and 3d4 at CR 16.
Radiant (Ex) Shimreens constantly emit light (dim, normal, or bright) in a 5-foot radius and are immune to the dazzled condition. Shimreens can adjust their current level of light as a move action, but they can never extinguish it.
Shimreens hail from a storm-ravaged planet and are humanoids formed of glowing, jagged crystal.
The shimreen is a playable race (see Shimreen Race).