NE Medium aberration
Init +10; Senses darkvision 120 ft.; Perception +34
HP 465 RP 7
EAC 35, KAC 37
Fort +21, Ref +21, Will +19q
DR 10/—; Immune cold, fire, disease, impenetrable mind; Resist acid 20, electricity 20, sonic 20; SR 20
Defensive Abilities guard’s protection, power of legend, rapid recovery
Speed 60 ft.
Melee zurkhan blade +34 (11d10+32 S)
Ranged zenith artillery laser +34 (9d8+20 F) or frag grenade VIII +34 (explode 15 ft., 20d6 P, DC 26)
Offensive Abilities arcane attack, kill shot, rune of the eldritch knight (two weapons, corrosive and frost, included in statistics), soldier’s onslaught, zurkhan blade
Racial Spell-Like Abilities (CL 20th)
Constant—mind blank, true seeing
Str +12, Dex +6, Con +9, Int +5, Wis +4, Cha +5
Feats Improved Initiative
Skills Intimidate +39, Perception +34, Sense Motive +34
Languages Aklo, Common, Draconic, Dwarven, Elder Thing, Elven, Gnome, Orc, Reptoid, Shobhad, Triaxian, Undercommon, Yithian; telepathy 300 ft., truespeech
Gear frag grenade VIII (2), voidshield armor, zenith artillery laser
Arcane Attack (Su)
As a standard action, a zurkhan enforcer can spend 1 Resolve Point to use a weapon imbued with the rune of the eldritch knight to make an attack that strikes true. This attack ignores all cover and concealment, including total concealment (though you must at least be aware of a creature’s presence to target it with this attack). If the attack is a ranged attack, the target must be within the first range increment. The attack only affects the selected target, even if it normally affects an area or multiple targets.
Guard’s Protection (Ex)
When an ally adjacent to the zurkhan enforcer is damaged by an attack, it can use its reaction to intercede. The enforcer takes half the damage, and its ally takes the other half. This has no effect on spells, and any conditions delivered by the attack apply to both the enforcer and its chosen ally.
Kill Shot (Ex)
As a standard action, a zurkhan enforcer can make a single attack against an enemy. If the attack hits and does not kill the target, it can expend 1 Resolve Point to force the creature to succeed at a Fortitude save or die. Once this ability has been used on a creature, that creature is immune to the enforcer’s kill shot for 24 hours.
Power of Legend (Su)
As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, a zurkhan enforcer can spend 1 Resolve Point to end one of the following conditions affecting it: bleeding, burning, confused, exhausted, fatigued, flat-footed, off-target, shaken, or sickened. Alternatively, it can spend 1 Resolve Point to change the cowering condition to the frightened condition or change the frightened condition to the shaken condition. In this case, the new condition lasts for the same duration the original condition would have and can’t be further affected by this ability.
Rapid Recovery (Ex)
A zurkhan enforcer can spend Resolve Points to ignore detrimental conditions. As a move action, it can spend 1 Resolve Point to suppress one of the following conditions for 10 minutes: exhausted, fatigued, frightened, nauseated, shaken, sickened, or staggered . After 10 minutes, if the condition’s duration hasn’t ended, the condition’s effects return. The enforcer can suppress only one condition at a time.
Rune of the Eldritch Knight (Su)
A zurkhan enforcer can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and affecting incorporeal creatures. This takes 10 minutes, and the enforcer can imbue only a single weapon at a time. If the enforcer imbues a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit.
Secret of the Archmagi (Su)
A zurkhan enforcer can imbue two weapons with the rune of the eldritch knight. In addition to the normal benefits, the runes grant the weapons one or more of the following weapon fusions of your choice: bane, corrosive, ethereal, flaming, frost, holy, merciful, shock, thundering, or unholy. The enforcer can grant no more than 10 total levels’ worth of fusions between the two weapons, and the bane fusion counts as a 10th-level fusion for this purpose.
Organization solitary, pair or squad (6-10)
A cloaked figure with mostly gray skin that has sharp teeth and claws holding a blade in its hand.
Zurkhan enforcers are 7 feet tall and weigh 300 lbs. They serve as the warriors sent to worlds the zurkhan may want to conquer.
Starjammer – Starfinder Compatible Version © 2017 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John Starjammer – Starfinder Compatible Edition © 2017 d20pfsrd.com Publishing; Authors: Peter K. Ullmann, Kirby Flake, John Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder, Michael Ritter; Conversion to Starfinder by Tyler Beck, Kim Frandsen, Michael Ritter, Peter K. Ullmann.