Mental Mutation: Aggravate Wounds
A rather nasty mutation to use against those who have already suffered wounds in combat!
The epidermal layer of the mutant exudes a glowing substance. The light produced is strong enough to give opponents a better chance of striking the mutant in dim or poor light, but on the other hand have a more difficult time striking the mutant during the day, as the same substance makes the mutant appear fuzzy or slightly out of focus. In low-light conditions opponents gain two plus the power score modifier to hit, but in light suffer the same as a penalty instead of a bonus. This produces the same level of torch-light.
Glowing Secretion (drawback)
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: Permanent
AI Recognition: +2
Damage: None
Uses: Constant
Aging Field
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Power score in feet
Duration: Power score in minutes. Effect is permanent.
AI Recognition: None
Damage: None
Uses: One plus power score modifier per 72 hours.
Acute Dyslexia (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Acute Hyper Healing
Type: Mental
Frequency: Common
Power Score: Yes
Range: Personal
Duration: Instant
AI Recognition: None
Damage: None
Uses: One plus power score modifier per day.
Atrophied Natural Weapon (drawback)
Type: Physical
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: +1
Damage: None
Uses: Constant
Acute Lysosomal Function
Type: Physical
Frequency: Uncommon
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Dietary Requirement Change (Drawback)
Type: Physical
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Roll on the chart below for the type of dietary change:
Dietary requirement change table
Roll |
Dietary Requirement |
Effect |
1 |
Blood |
The mutant must consume the power score in hit points of blood, or 2 quarts. |
2 |
Bone |
The mutant requires bone (or calcium) to survive, and has to consume the power score in hit points (or 1 pound) of bone per feeding. |
3 |
Cannibal |
The mutant must consume the power score in hit points (or 1 pound) worth of flesh of its own species per feeding. +6 to reaction if this is discovered. |
4 |
Carrion |
Any type of clearly rotting flesh will do, one plus the power score modifier to Charisma due to the scent of decay that surrounds the mutant. The flesh to be consumed must be at least seven days old. Anything less and the mutant will not gain any benefit. The mutant must consume the power score in hit points (or 1 pound). |
5 |
Cerebellum |
The mutant has a horrible need to consume the nervous centers of sentient creatures. This requires the mutant to kill and eat the brains of sentient creatures, which will make it an outcast in almost every society. |
6 |
Chitin |
The mutant needs to consume the power score in hit points (or 1 pound) of chitin or crustacean shells per feeding. |
7 |
Fungal |
The mutant must consume the power score in hit points (or 1 pound) of fungal matter per feeding. |
8 |
Living Flesh |
The mutant cannot consume dead flesh. The food must be consumed right off the still living creature. The mutant must consume the power score in hit points (or 1 pound) to a living creature. Flesh more than the power score in minutes old provide no nutritional value. |
9 |
Metal |
The mutant must consume at least one pound of metal. Most mutants will be forced to ‘shave’ down metal into filings or something it can consume easily. Rust will do as well. |
10 |
Parasite |
The mutant must physically attach itself to another living creature. It will drain the power score in hit points per day from the creature in order to survive. Another drawback is that the mutant with this dietary requirement cannot heal naturally; it has to be attached to another creature in order to regain hit points via feeding, or use the host’s natural healing capability. When this is happening, the host cannot heal damage naturally! |
11 |
Petroleum |
The mutant must consume one plus the power score modifier in quarts of any type of petroleum. This can be raw oil, refined fuel, propane, any type of petroleum product. |
12 |
Plastics |
The mutant must consume one plus the power score modifier in pounds worth of any type of plastic. |
13 |
Poison |
The mutant must consume at least two plus the power score modifier of destructive poison per feeding. The upside is the mutant is also immune to destructive poison. |
14 |
Radiation |
The mutant must bathe in radiation for 10 hours minus the class of radiation (so class 5 radiation would require the mutant to bathe in the radiation for 5 hours), with the mutant always having to spend at least one hour in the radiation. The mutant is likewise immune to the effects of radiation. |
15 |
Silica |
In order to survive the mutant must consume one plus the power score modifier in pounds of sand, crystals, glass, quartz or any other similar substance. |
16 |
Textiles |
The mutant has to eat artificial fabrics such as cotton, polyester or other such fabrics. One plus the power score modifier must be consumed to gain any nutritional benefit. |
17 |
Vegetable |
The mutant must consume the power score in hit points (or 1 pound) of vegetable matter per feeding. This can be anything from grass to wood to sentient plants, it does not matter. |
18-20 |
Choose |
Choose one type of dietary requirement change from the above list. |
Adhesive Sap
Type: Plant
Frequency: Uncommon
Power Score: Yes
Range: Power score in feet
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constitution score, see description.
King Zombie (Expert) CR 5 XP 1,600
Chaotic neutral, medium undead
Init; Senses Darkvision 60 ft.; Perception +16
Defense HP 65
EAC 17; KAC 18
Fort +4; Ref +4; Will +10
Immunities undead immunities, un-living, zombie immunity
Offense
Speed 35 ft.
Melee Survival knife, +10, (1d4 S)
Ranged Sonic rifle, +10, (1d10+5 S0, Crit deafen)
Offensive Abilities Control zombie, controlling bite, modify zombie behaviour
Statistics
Str +0; Dex +2; Con -; Int +5; Wis +3; Cha +0
Skills Acrobatics +11, bluff +11, diplomacy +16, sense motive +16, stealth +11
Feats Deadly aim, small arms proficiency, long arm proficiency
Languages Common, Eoxian, Kasatha, Shirren, Vesk
Gear None
Ecology
Environment Any
Organization Solitary
Special Abilities
Control Zombie (Sp) The King zombies are fully capable of controlling other zombies. Any zombie they encounter automatically falls under their control, and they can command a total of 10 CR levels worth of zombies (and only zombies). Any intelligent zombie is allowed a Will save (DC 14) to resist. Mindless zombies are automatically controlled. The intelligent zombies are allowed a new saving throw once every 5 days, and if they succeed, they are able to wrest control away from the King. They can still stay and follow his orders if they so desire. If the King takes levels in any type of class, the number of CR levels in zombies they can control increases by 2 per level. So if the King has three levels in Mystic, they will be able to control a total of 16 CR levels in zombies. This ability can be used at will.
Controlling bite (Su) Any living humanoid bitten by a King Zombie must make a Will save (DC 14) or fall under the control of the creature. They are still able to act and think, and can even work against the creature that bit them and can even (eventually) break the control. The creature maintains control by biting the victim at least once every 48 hours, or forcing the victim to consume its blood. The victim is allowed a new saving throw every 48 hours to attempt to break the control, unless the victim is once again bitten or forced to consume the blood of a King. If that happens, the victim automatically fails the saving throw.
Modify zombie behaviour (Su) Whenever the King encounters large groups of zombies, he can choose to control some, or make attempt to sway the hoard. All zombies within 100 feet of the king can be forced to turn another direction, stand perfectly still or other simple actions. If any of the zombies in the area of affect are intelligent, they gain a Will save (DC 14) to ignore these simple commands. This can be used once per hour. The King may attempt to force the zombies to turn on one another and attack. The group is allowed a collective Will Save (DC 14). If it fails, they will instead turn on the king and attack him instead! They will be immune to this ability for 24 hours.
Zombie Immunity (Ex) If the King ever encounters zombies, they will ignore him entirely, even if he attacks them – with one exception (see Modify zombie behaviour). Intelligent zombies are able to ignore this by making a Will save (DC 14). If the will save succeeds, they are fully capable of taking any action against the king they so desire.
Acute Distraction (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Wrapped (Combatant) CR 4 XP 1,200
Neutral evil medium undead
Init +3; Senses Darkvision 60 ft.; Perception +10
Defense HP 50
EAC 16; KAC 18
Fort +6; Ref +6; Will +5
Immunities undead immunities, un-living
Weaknesses staggered
Offense
Speed 20 ft.
Melee Bite, +12, (1d6+5 P Crit automatic grapple and regenerative feeding), or two fist bashes, +8 (1d4+5 B)
Offensive Abilities Possession, regenerative feeding, rejuvenation
Statistics
Str +5; Dex +3; Con -; Int +0; Wis +1; Cha +0
Skills Acrobatics +15, Athletics +10, disguise +10 (+20 when fully rejuvenated)
Feats None
Languages None
Gear None
Ecology
Environment Any, although typically deserts or wastes
Organization Solitary
Special Abilities
Permanent Death (Su) The only way to be sure the creature is dead is to fully destroy the body, which requires disintegration, acid, fire and so forth. The creature can regenerate, even if the hit point total is dropped to zero, although this is a very slow process. It will automatically regenerate 1 hit dice per day until it has achieved its full hit point total. Until this, the creature is incapable of movement or action, including the mental possession.
Possession (Sp) The creature, as a full round action, is able to attempt to take possession of a target. The victim is allowed a Will save (DC 13) to resist. If the save fails, the creature will take complete control of the victim for 2d4 hours. Anyone possessed by the creature will not be able to control their actions, and they will not be able to speak if spoken to. Mental communication such as telepathy will still work, but the victim cannot take any actions. If a one is rolled on the saving throw, the creature takes permanent control of the victim. While in possession of the victim, the creature is still fully capable of acting on its own, and can still act as normal. The Wrapped can only use this ability once per day. If the Wrapped is destroyed, the victim is automatically freed of control.
Regenerative Feeding (Ex) The only way the creature can regenerate from any damage is to feed. The creature must make a successful CM to grapple a target, and as long as it has the target grappled, it will feed, draining 1d2+1 points of Constitution per round. The creature will automatically heal 5 points of damage inflicted per point of Constitution drained through this manner. The lost Constitution can be regained through magic or by rest.
Rejuvenation (Su) If the creature is at full hit points when it begins to feed, it will begin to take on a more life-like appearance. Once it has consumed 4 points of Constitution, the creature will look as it had when it was still living. It also gains the benefit of losing the staggered ability and its speed is increased to 30 ft. per round. This condition will last for 1d3 days per point of Constitution drained, which includes the 4 points required to regain this appearance. Once the time has expired, the creature will revert to its undead appearance in only 1d6 rounds. If it can feed on at least 1 point of constitution per day, it can maintain this illusion indefinitely. When using this ability, the creature gains a racial bonus of +10 to disguise.
Staggered (Ex) These creatures can only perform only a single move action or a standard action per round.
Accumulated Resistance, Mental
Type: Mental
Frequency: Very Common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: See description
Albinism (drawback)
Type: Physical
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: +1
Damage: None
Uses: Constant
Radioactive Zombie (Combatant) CR 2 XP 600
Neutral medium undead
Init; Senses Darkvision 60 ft. blind sight (life-sense) 60. Ft.; Perception +7
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Immunities Undead immunities, unliving
Weaknesses Staggered
Offense
Speed 30 ft.
Melee bash, +7, (1d4+4), or bite, +7 (1d6+4)
Offensive Abilities Radioactive aura
Statistics
Str +4; Dex +2; Con -; Int -4; Wis +1; Cha +0
Skills Acrobatics +7, athletics +12
Feats Stand still
Languages None
Gear None
Ecology
Environment Any
Organization Solitary, small groups (1d4), or large groups (3d6)
Special Abilities
Infectious Bite (Su) The bite of the radioactive zombie carries the same virus that creates the typical zombie, and as such the victim must make a Fort save (DC 12) or contract the infection. Every 24 hours the victim is allowed another Fort saving throw (DC 12) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a radioactive zombie. A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Radioactive Aura (Su) The radioactive zombie is surrounded by a wide field of radiation. This aura reaches out to 20 ft. surrounding the zombie and anyone entering it must make a DC 13 Fort save or suffer the effects of radiation poisoning (page 404 Starfinder core book).
Staggered (Ex) Like many different types of zombies, these are capable of only a single move action or a standard action per round.
Accelerated Natural Attacks
Type: Physical
Frequency: Rare
Power Score: Yes
Range: Personal
Duration: One plus Power score modifier in rounds
AI Recognition: None
Damage: Natural weapon damage plus Strength bonus, plus power score modifier (negatives will detract!)
Uses: One plus power score modifier times six hours
Cnidarian Deformity (drawback)
Type: Plant
Frequency: Rare
Power Score: Yes
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Accumulated Resistance
Type: Plant
Frequency: Very common
Power Score: No
Range: Personal
Duration: Permanent
AI Recognition: None
Damage: None
Uses: Constant
Consult the following table to see what type of energy the plant is immune to:
Accumulated Resistance Table
Roll |
Type of Energy |
1 |
Cold |
2 |
Electricity |
3 |
Light |
4 |
Radiation |
5 |
Sonic |
6 |
Thermal |
Tyrannical Zombie CR 7 XP 3,200
Neutral large undead
Init +5; Senses Darkvision 60 ft.; Perception +13
Defense HP 60
EAC 13; KAC 14
Fort +3; Ref +5; Will +7
Defensive Abilities DR 5 points against all physical attacks; immunities Energy immunity, undead immunities
Weaknesses Exposed heart
Offense
Speed 30 ft.
Melee One punch, +15 (1d6+5), or one claw +15 (2d8+5) or one bite +15 (1d10+5)
Space 5 ft.; Reach 10 ft.
Offensive Abilities Infectious attack, rending claw
Statistics
Str +5; Dex +2 ; Con -; Int -2; Wis +3; Cha +0
Skills Acrobatics +12, athletics +15, intimidate +10
Feats Cleave, climbing master, great cleave, improved initiative, lunge
Languages None
Gear None
Ecology
Environment Any
Organization Solitary or small bands (1d4)
Special Abilities
Energy Immunity (Su) Due to the necromantic nature of the magic involved in creating this beast, the creature is completely immune to all types of energy.
Exposed heart (Ex) The undead monster’s heart has increases in size, so much to the point it pushes through the chest. Although undead, these creatures still have a beating heart and blood runs through their mutated and altered bodies. The heart is located on the right side of the body, no longer centered or slightly to the left. Anyone striking at the heart will inflict an automatic critical (but only through the use of piercing weapons and bullets do count). This requires a -6 to hit, because even though the heart is greatly enlarged, it is still a difficult target to hit, since the creature is constantly on the move. Oddly enough, only physical attacks such as melee weapons, bullets, arrows, and so forth, will damage the heart. Attacking the exposed organ with energy-based weapons will only inflict normal damage.
Infectious Attack (Su) Anyone bitten or slashed by the creature must make a Fort save (DC 15) or become infected. This will inflict 1d4 points of Constitution damage and the victim must make a save every hour until two successful save have been made, at which point their body has purged the infection. Once the Constitution hits zero, the victim dies and they will rise as a regular zombie in 1d4 minutes. The effects of the virus can be reversed, requiring any medical drug which cures disease. The Constitution damage will heal at the victim’s natural healing rate.
Rending Claw (Su) Those who are struck by the claw are exposed to the infection, which can transform them into a zombie (see Infectious attack), but at the same time a Fort Save (DC 15) is required or they will bleed 1d6 points of damage per round due to the savage nature of the claw attack.
Acute Anxiety Attacks (drawback)
Type: Mental
Frequency: Very common
Power Score: Yes
Range: Personal
Duration: 1d12 plus power score modifier turns.
AI Recognition: None
Damage: None
Uses: Constant
The effects will vary each time the saving throw fails, so roll on the following chart to see what happens.
Acute Anxiety Attack Table
Roll |
Type of attack |
Effect |
1 |
Fatigue |
The mutant becomes heavily fatigued for the duration of the attack. |
2 |
Numbness |
The mutant’s extremities become numb. This makes it impossible for the mutant to hold any items, its movement rate is cut in half, and any natural attacks suffer a penalty of three plus the power score modifier. |
3 |
Palpitations |
The anxiety causes the mutant’s heart to race painfully and distractingly fast. The mutant suffers -1 plus the power score modifier to all rolls. |
4 |
Panic |
The mutant is under the effects of the incite fear mutation. |
5 |
Shortness of breath |
Whenever the mutant exerts itself (such as running or fighting), it must make a saving throw versus death. Failure indicates they fall unconscious for the duration of the attack. |
6 |
Sweat |
Copious amounts of sweat break out on the mutant, making it difficult for it to hold onto anything properly. All to hit rolls suffer a penalty of -1 plus the power score modifier. If a natural 1-5 is rolled on any held weapons, they are dropped. |
Aggravate Wounds
Type: Mental
Frequency: Uncommon
Power Score: Yes
Range: Line of sight
Duration: 1d4 plus power score modifier rounds
AI Recognition: None
Damage: 2d4 plus the power score modifier damage per existing wound!
Uses: Four plus power score modifier every 24 hours.