Necrovite CR 13
HP 186 RP 5
EAC 29; KAC 30
Fort +12; Ref +12; Will +18
Defensive Abilities fast healing 10, rejuvenation (1d8 days); Immunities cold, electricity, undead immunities
Speed 30 ft., fly 60 ft. (Su, average)
Melee wrackstaff +20 (6d4+13 B; critical inflict pain [DC 21])
Ranged perihelion laser pistol +22 (4d4+13 F; critical burn 2d4)
Offensive Abilities undead mastery
Spells Known (CL 13th; ranged +22)
Str +0; Dex +3; Con —; Int +8; Wis +4; Cha +6
Skills Bluff +28, Computers +28, Engineering +28, Mysticism +28, Sense Motive +28
Languages Common, Eoxian, Sarcesian; limited telepathy 30 ft.
Other Abilities magic hacks (flash teleport, tech countermeasures), unliving
Gear d-suit IV (gray force field [20 temporary HP]), wrackstaff, perihelion laser pistol with 6 high-capacity batteries (40 charges each), spell gem of dominate person, spell gem of teleport
Fatigue Aura (Su)
Any creature that comes within 30 feet of a necrovite is fatigued unless it succeeds at a DC 21 Fortitude saving throw. A creature that is already fatigued suffers no additional effect. A creature that successfully saves cannot be affected again by the same necrovite’s aura for 24 hours.
When a necrovite is destroyed, its electroencephalon immediately begins to rebuild the creature’s body nearby and download the necrovite’s consciousness into it. After 1d8 days, the necrovite wakens fully healed (albeit without any gear it left behind on its old body).
Undead Mastery (Su)
This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that successfully saves cannot be affected again by the necrovite’s undead mastery for 24 hours. A necrovite can control a group of undead whose total (CR is no greater than twice its (CR (26 for the typical necrovite).
Becoming a necrovite is a long and arduous process, but the crux of the ritual involves extracting the spellcaster’s consciousness and soul and imprisoning them in a technomagical relic called an electroencephalon. The spellcaster dies but becomes undead, and as long as her electroencephalon remains intact she can continue her existence without fear of the passage of time.
In addition to constructing an electroencephalon to house her soul, a prospective necrovite must also research and learn the proper ritual to transfer her life force into the receptacle and prepare her body for the transformation into undeath. This ritual is unique to each body and soul—what works for one necrovite will not work for another—and likely has deleterious effects. The exact methods for each spellcaster’s transformation into a necrovite are left to the GM’s discretion, but the process should involve expenditures of hundreds of thousands of credits, multiple dangerous quests, and many difficult skill checks over the course of months, years, or decades.
The above stat block represents an elebrian necrovite but other races can become necrovites as well, using the template graft in the sidebar.
An integral step in becoming a necrovite is the creation of the electroencephalon in which the aspirant stores her consciousness and soul. The only way to truly destroy a necrovite is to locate and destroy her electroencephalon; otherwise, the necrovite simply regenerates, awakening fully healed 1d10 days later. Not even disintegrating a necrovite’s corpse or flinging it into a sun can destroy it—so long as the electroencephalon remains unharmed. This is one reason why many necrovites not only keep their electroencephalons hidden but build secret bunkers to house them, stocked with whatever they might need to rebuild and take revenge on their killers.
Each necrovite must craft her own unique electroencephalon, which is a hybrid item with a level equal to the character’s caster level at the time of creation. The character must be a spellcaster and have a caster level of 7th or higher.
Creating an electroencephalon otherwise follows the normal rules for crafting equipment. The cost to create an electroencephalon varies between individual creators and should be determined by the GM, but it is roughly equivalent to the price of a small arm with an item level equal to the creator’s caster level.
Level 13 Hybrid Item Price 48,500 Bulk 1
Consisting of a long metallic shaft capped with a two-pronged head, a wrackstaff is a two-handed basic melee weapon that deals 6d4 bludgeoning damage and has the block weapon special property. On a critical hit, the target is affected by inflict pain (CL 13th). Undead creatures are immune to this critical hit effect.
Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, and Josh Vogt.