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Zurkhan Infiltrator

Zurkhan Infiltrator CR 20

XP 307,200

NE Medium aberration
Init +15; Senses darkvision 120 ft.; Perception +35

DEFENSE

HP 430 RP 7
EAC 35, KAC 36
Fort +17, Ref +20, Will +24
Defensive abilities cloaking field, evasion, uncanny agility, trap sense +2; DR 10/—; Immune cold, fire, disease; Resist acid 20, electricity 20, sonic 20; SR 18

OFFENSE

Speed 90 ft.
Melee zurkhan blade +32 (13d6+26 S)
Ranged elite gyrojet pistol +32 (5d12+20 B) or warpshot eye-rifle +32 (10d10+20 P)
Offensive Abilities debilitating trick (knockout shot), double debilitation, multiattack mastery, trick attack +10d8, quad attack, zurkhan blade
Spell-Like Abilities (CL 20th)

Constant—mind blank, true seeing

STATISTICS

Str +6, Dex +9, Con 22, Int +1, Wis +4, Cha +5
Skills Acrobatics +40, Disable Device +40, Disguise +35, Perception +35, Stealth +40
Languages Aboleth, Aklo, Common, Draconic, Dwarven, Elder Thing, Elven, Giant, Gnome, Orc, Reptoid, Shobhad, Triaxian, Undercommon, Yithian; telepathy 300 ft., truespeech
Gear elite gyrojet pistol, nanotube carbon skin

SPECIAL ABILITIES

Cloaking Field (Su)

A zurkhan infiltrator can bend light around itself and muffle any minor sounds it makes, allowing it to nearly vanish when not moving. Even when the infiltrator moves, it appears only as an outline with blurry features. This cloaking field doesn’t make the infiltrator invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, the infiltrator can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If the infiltrator remains perfectly still for at least 1 round, it gains a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until it moves. The cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

Knockout Shot (Ex)

For its debilitating trick, a zurkhan infiltrator can attempt to knock the target out in one blow. The target must succeed at a Fortitude save or fall unconscious for 1 minute. Once this ability is used to attempt to knock a creature out, that creature is immune to the infiltrator’s knockout shot for 24 hours.

Multiattack Mastery (Ex)

When a zurkhan infiltrator uses triple attack or quad attack to attack the same target with all of its attacks, after the full attack is complete, if at least two of the attacks hit, it can apply a debilitating trick to the target.

Plane Shift Escape (Ex)

Once per day, a zurkhan infiltrator can move through solid matter by taking its body’s matter out of phase for just a moment. As a full action, the infiltrator can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If it attempts to phase through something that is too thick, it spends the Resolve Point and take the action but the attempt fails. The infiltrator cannot phase through force effects such as force fields or the barrier created by wall of force.

Quad Attack (Ex)

When making a full attack using only melee weapons with the operative special property or small arms, a zurkhan infiltrator can make up to four attacks instead of two.

ECOLOGY

Environment any

Organization solitary, pair or squad (6-10)

Zurkhan infiltrators stand around 7 feet tall and typically weigh 300 lbs. or more. They are sent to gather information about worlds the zurkhan may want to conquer.

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.