UC Pod Creature 1

Pods are the most common vessels seen orbiting Xenowarden Arkships' orbital nurseries. Pods are typically deployed in pairs or small flights as scouting parties, for allies allow Pods to make the most of their capabilities.

Elite Weak UC Pod Creature 1

Recall Knowledge DC 13 15 16
Perception +8; Sensor Range 3 zones
Skills Nature +7, Piloting +6
Str +3 Dex +5 Con +2 Int +3 Wis +4 Cha +1
Primal Comms (primal) The UC Pod's crew can communicate with starships in sensor range using a primal comms relay incorporated into its magic conduit. Attempting to Hack Comms against a UC Pod requires a Nature check instead of a Computers check.
Battle Stations gunnery (lightning cannon, spore pod launcher), magic conduit (Primal Bond, primal comms, Spore Cloud), pilot's console (Boost Thrusters, Change Heading)

AC 13
Fort +4
Ref +10
Will +7
HP 26
Weaknesses fire 3
Living Starship
Primal Bond [reaction] (healing, primal) Trigger The UC Pod takes damage and has 13 or fewer HP; Effect The UC Pod gains fast healing 3, which ends when it has 14 or more Hit Points.

Speed 5 zones
Ranged [one-action] lightning cannon +9 (range increment 3 zonestech), Damage 1d4+2 electricity
Area Fire [two-actions] spore pod launcher (1-zone burstrange 2 zones), Damage 1d6+3 acid (DC 14 basic Reflex save)
Spore Cloud [one-action] (primal) The UC Pod Boosts Thrusters, creating a spore cloud in each zone it leaves during this movement. The spore cloud lasts until the start of its next turn. Starships outside the spore cloud are concealed to starships inside it.

All Creatures in "Xenowardens"

Xenowardens

Rather than building their starships in foundries, Xenowardens grow living vessels bioengineered to bond with a crew and perform a particular function for the organization. Most Xenowarden creations are bred for peace, but all are armed and battle-ready for when the time comes to make war against the enemies of nature.