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Long ago, the zurkhan were humanoid reptiles, but have evolved into a warm-blooded humanoid race with a tough, leathery skin made up of varying colored patches. They typically have black eyes and hair. They have razor sharp teeth and claws and are stand at least 7 feet tall and often weigh over 300 lbs. Zurkhans travel to other worlds simply to destroy their civilizations and enslave their populations. Little is known about the zurkhan homeworld.

The primary color of the patches of their skin is an indication of which of the three known castes to which a zurkhan belongs.

Advisors have mostly red patches and are typically spellcasters of some type. They are also typically taller and more lean than other zurkhan.

Enforcers have a majority of gray patches, are more combat-focused, and are often soldiers. Enforcers have a powerful build and exude an indomitable will to destroy.

Infiltrators have almost all black patches, are stealthier, and typically gravitate toward the operative class.

Racial Traits

Zurkhan are evil aberrations that travel the void. They all possess the following racial traits.

Impenetrable Mind (Su)

A zurkhan is immune to all mind-affecting effects.

No Breath (Ex)

A zurkhan does not breathe and is immune to any effect that requires breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Spell Resistance

All zurkhan have spell resistance equal to its CR.

Spell-Like Abilities

A zurkhan is subject to a constant true seeing effect as a spell-like ability.

Starflight (Su)

A zurkhan can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 hours, while a trip beyond normally takes 3d20 days (or more, at the GM’s discretion)—provided the creature knows the way to its destination.

Truespeech (Su)

All zurkhan can speak with any creature that has a language, as though using a tongues spell (caster level equal to zurkhan’s Hit Dice). This ability is always active.

Zurkhan Blade (Su)

A zurkhan blade is a blade created using the power of a zurkhan’s mind. This functions as a solarion’s solar weapon, treating the zurkhan’s CR as its effective solarion level.

Section 15: Copyright Notice

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.