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Bil’djooli Aquamancer

Bil’djooli Aquamancer CR 13

XP 25,600
Bil’djool mystic
LE Medium aberration (aquatic, bil’djooli)
Init +6; Perception +23, darkvision 60 ft., low-light vision
Aura psychic contamination (5 ft., DC 21)


HP 190; EAC 26; KAC 27
Fort +12; Ref +12; Will +18

Resistances cold 10
Weaknesses vulnerability to toxins


Speed 20 ft., fly 30 ft. (average), swim 40 ft.
Melee ultrathin dagger+20 (4d4+13 S)
Multiattack 4 tentacles + 14 (3d4+13 B, plus contamination)
Ranged paragon bil’djooli rod +22 (3d6+13 A, C, E, F or So; critical matter conversion IV)
Mystic Spell-Like Abilities (CL 13th)

At willmind link (DC 20)

Mystic Spells Known (CL 13th)

5th (1/day)greater command (DC 26), modify memory (DC 26)
4th (3/day)confusion (DC 25), discern lies (DC 25), fear (DC 25), mind probe (DC 25)
3rd (at will)charm monster (DC 24), suggestion (DC 24)

Offensive Abilities echoes of obedience, inexplicable commands, jealous overlord, mental anguish

Connection overlord


During Combat A bil’djooli aquamancer ensures compliance of allies and enemies alike with their magical might, preferring to have subjugated thralls and rank-and- file bil’djooli engage enemies in melee. Their strange practices and psychic contamination have made them cultivate horrible tempers, and they are known to fly off the handle at the slightest provocation. They enjoy punishing allies with their jealous overlord ability.

Morale A bil’djooli aquamancer is an arrogant leader of their kind, refusing to back down and fighting to the death to avoid loss of face in front of their subordinates.


Str +0; Dex +6; Con +0; Int +0; Wis +8; Cha +4
Skills Bluff +23, Intimidate +28, Life Science +23; Medicine +28, Mysticism +28
Feats Spell Focus, Spell Penetration
Languages Bil’djool, Common
Other Abilities jet, mind-link, telepathic bond
Gear bil’djooli armor IV with jetpack (capacity 40), bil’djooli rod (paragon) with ultra-capacity battery (100 charges), ultrathin dagger, mk III serums of healing (2)


Jealous Overlord (Su)

This functions as the connection power, save that the bil’djooli aquamancer may affect the target with the mental anguish ability as part of the same reaction.

Jet (Ex)

As a bil’djooli elite soldier.

Mental Anguish (Su)

When a creature within 60 feet makes a saving throw against one of the bil’djooli aquamancer’s mind-affecting charm or compulsion effects or spell- like abilities, the bil’djooli aquamancer can tweak the pain centers in the brain of the target as a reaction. The target must succeed a DC 21 Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a pain effect.

Psychic Contamination (Ex)

Bil’djooli aquamancers secrete psychic toxins, contaminating their own space and all adjacent spaces with a short-lived, mild paralytic static that is carried by their slime. A combination of mystic practices, bio-engineering and dietary habits have changed their contaminating slime to behave more like a psychic stain than a physical poison. This psychic stain only affects those hit by their natural attacks, or who strike it with natural attacks or unarmed strikes, rendering them sluggish on a failed Will saving throw, as per the Dexterity poison track. While the aquamancer is not enraged, the psychic contamination is too diluted to further impede assailants beyond the sluggish state and does not cause Hit Point loss due to initial exposure. Out of the water, a bil’djooli aquamancer must make a Will save against psychic refined bil’djooli slime once per hour and loses 4 Hit Points per hour due to exposure to its own slime. Psychic contamination behaves and operates like a poison but is a mind-affecting effect – immunity to poison does not protect against its effects, but immunity to mind-affecting effects does. The GM determines what enrages a bil’djooli aquamancer, but incompetence, a lack of respect or a wrong glance may suffice – they have a notoriously short fuse.

Psychic Refined Bil’djooli Slime

Type poison (contact); Save Will DC 21

Track Dexterity; Onset 1/round for 2 rounds

Effect progression track is Healthy-Sluggish-Stiffened. Stiffened functions as an end state. A creature that is already in the sluggish state due to exposure to the bil’djooli aquamancer’s psychic contamination ability takes the initial exposure damage to psychic refined bil’djooli slime as usual and uses the Sluggish-Stiffened-Stiffened progression track, and the second stiffened functions as an end state.

Cure 1 save

Special Bil’djooli slime exists in abundance and it quickly spoils and reeks. Additionally, a bil’djooli aquamancer’s slime is reliant on the aquamancer’s psychic imprint to maintain its potency. It has no value. It has an item level of 2 for the purpose of interaction with effects.

Bil’djooli aquamancers fancy themselves to be leaders of their kind. Cruel and choleric tyrants, they enjoy inflicting pain upon enemies and subordinates alike, taking delight in breaking lesser minds.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.