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Zahajin Steward

Zahajin Aetherite Steward CR 13

XP 25,600
Zahajin mystic
CN Medium humanoid (aquatic, zahajin)
Init +6; Senses aetherite sense, darkvision 60 ft., low-light vision; Perception +23
Weaknesses aetherite radiation dependency, light blindness

DEFENSE

HP 190
RP 5; EAC 26; KAC 27
Fort +12; Ref +12; Will +16
Immunities aetherite radiation
Defensive Abilities glow of life, hypnotic glow

TACTICS

During Combat Aetherite stewards consider themselves to be caretakers of the warm glow that enables zahajin life to prosper, reading of past events in irradiated echoes of aeons long gone. In combat, they try to cancel out radiation protection to help allies, using their spellcasting to support other zahajin, as they irradiate ever new areas, guided by the voices whispering through aetherite’s glow.

Morale Aetherite stewards theoretically excel at diplomacy and will agree to a ceasefire most of the time – the problem is that they invariably demand exposure to potentially fatal doses of aetherite radiation as proof that interlopers have seen the light. Noncompliance is met with hostility.

OFFENSE

Speed 20 ft., climb 20 ft., swim 40 ft.
Melee ultrathin aetherite dagger +20 (4d4 +13 S)
Ranged yellow star plasma pistol +22 (2d8+13 E & F, critical burn 1d8, line)

Mystic Spell-Like Abilities (CL 13th)

At willmind link (DC 20)
Mystic Spells Known (CL 13th)

5th (1/day)greater dispel magic, retrocognition
4th (3/day)discern lies (DC 23), mind probe (DC 23), mystic cure, remove radioactivity
3rd (at will)irradiate (DC 22), dispel magic

Connection akashic

STATISTICS

Str +0; Dex +6; Con +0; Int +0; Wis +8; Cha +4
Skills Athletics +23 (+39 when climbing), Culture +23, Diplomacy +23, Mysticism +28
Languages Zahaj-el
Other Abilities access akashic record, akashic knowledge, amphibious, expert climber, peer into the future, telepathic bond, telepathic memories
Gear D-suit IV, yellow star plasma pistol (40 charges)

SPECIAL ABILITIES

Aetherite Furnace (Su)

Aetherite stewards can access the irradiated fires of their own physiology, allowing them to burn away contaminants in themselves and allies. As a move action, an aetherite steward may touch an adjacent ally and flood the target with severe aetherite radiation. If the creature is suffering from an affliction (a curse, disease, drug or poison), they may immediately attempt an additional saving throw at the affliction’s normal save DC. If the target succeeds this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). This ability cannot cure any form of radiation sickness, and indeed, exposes the target to a severe level of aetherite radiation (see Appendix 1: Aetherite), making it only a last resort for the desperate and dying for all races but the aetherite-adapted zahajin.

ABOUT

Aetherite stewards only want the best for all, considering the warm glow of aetherite radiation a blessing. Sure, one that kills off pretty much every other race, but sooner or later, they will adapt. It’s just a matter of spreading sufficient amounts of radiation and exposing enough creatures. At least that’s what the voices promise. This notwithstanding, many a desperate individual has sought them out for a final shot at being cured from fatal ailments.

ECOLOGY

Environment The Darkwild
Organization solitary, pair, or skirmish (1–2 plus 2d6 CR 1 zahajin soldiers)

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.