Starfinder: Evolved Sectoid

Chris Van Deelen

Sectoid, Evolved Spellcaster CR 6 XP 2,400

Lawful evil medium humanoid (Sectoid)

Init +7; Senses: Low-light 60 ft.; Perception +18

 

Defense                                                             HP 75

EAC: 20; KAC: 21

Fort: +5; Ref: +5; Will: +13

Weakness: Melee vulnerability

 

Offense

Speed: 30 ft.

Ranged: Sectoid Plasma pistol Ver. 3 +12 (2d4+6 E&F Crit Burn 1d4) 

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Induce panic, mind control, mind fray, suppression

 

Statistics

Str +0; Dex +7; Con +0; Int +3; Wis +0; Cha +0

Skills: Acrobatics +13, stealth +13

Feats: Iron will, mobility, shot on the run

Other Abilities: Animate dead

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, Small groups (1d4+2), medium groups (2d4+4)

 

Special Abilities

Animate Dead (Su): The mind of the Evolved Sectoid is so powerful it can temporarily animate a corpse. This is a full round action, and the Evolved Sectoid must have it in their sight. The corpse is re-animated and has half of its original hit points, and retains the same AC (without Dexterity bonus, if any). It also can use any weapons it was capable of using in life, but suffers a -2 to hit. Furthermore, it is in fact a zombie, and is staggered. The animated corpse will remain active for 3 minutes, or until either it, or the Evolved Sectoid animating it, is destroyed. The creature can use this ability once per day, and it can be used on any corpse.

Induce Panic (Su): The Evolved Sectoid is fully capable of inducing panic in any target it has line of sight on. As a standard action, the Evolved Sectoid forces feelings of panic and dread on the target. A will save (DC 16) will negate the effects. The target is allowed a saving throw every round afterwards to negate the effects. While panicked, the target must roll on the following table to see what it will do. The Sectoid Commander can use this once per day.

 

Induce Panic Table

Roll

Action

Effect

1

Run away

The victim drops whatever they are holding and runs away from the Commander at their best maximum movement rate.

2

Cower

The target kneels on the ground, cowering in fear, incapable of doing anything else.

3

Fire on nearest target

In a panicked state, the target fires on the closest target (friend or foe), but suffers a -2 to hit.

4

Fire on nearest foe

In a panicked state, the target fires on the closest enemy combatant, but suffers a -2 to hit.

5

Staggered

Still somewhat under control, the target is staggered for this round.

6

Paralyzed

The target freezes in place, incapable of taking any action at all.

 

Melee Vulnerability (Ex): Although mentally powerful, the creatures are weak. They suffer an additional +1 point of damage from any melee or projectile weapon attack they are subjected to.

Mind Control (Su): By making a full round action, the Evolved Sectoid forces a single enemy combatant to make a Will Save (DC 16). If it fails, the target is fully controlled by the Evolved Sectoid. The target is then forced to perform any action the Evolved Sectoid deems fit – including using special abilities against the targets team-mates. This lasts for 1d4+2 rounds, and only ends if the Evolved Sectoid wills it, or is killed. It can be used only once per day.  

Mind Fray (Su): As a standard action, the Evolved Sectoid can target a single enemy combatant. The target is allowed a Will save (DC 16). If the save fails, the target suffers 3d4+6 points of electrical damage and furthermore shaken for 1d6 rounds. The Evolved Sectoid can use this ability every 3rd round.   

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 16) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Evolved Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids (of any type) at a time, and the range is line of sight.

 

Sectoid Subtype Graft

This subtype is applied to the cloned aliens known as Sectoids.

                Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.

Evolved Sectoids are the next step in the artificial evolution of the cloned species. By combining human DNA with the original Sectoid species, the result became these creatures. They are taller, standing around six feet in height, and weigh around 120 pounds. Although still sexless, they retain the large eyes of the original species, but now have visible nose-slits and a mouth filled with sharp teeth (although they cannot use these for combat).

Even the Sectoid Commanders look up to these creatures, knowing that they are superior to them in every way. The Evolved Sectoids possess nearly all the mental abilities of the Sectoids, except the Mind Link. Instead, they have the ability to raise the recently dead, animating the corpses to do as they command. This ability – although horrific in on itself, is only temporary and can only be used once every 24 hours.

The Evolved are considered to be the elite, and as such, they command all other Sectoids. Like Commanders, they are never without 2d4+2 Sectoids, which are still nothing more than light infantry. The Evolved Sectoids often can, and will wear light armor, when they know they will be dealing with potentially deadly enemy combatants, but they will do everything in their power to avoid close-quarter combat. Although their minds are powerful, they are even more fragile than their predecessors, and are quite vulnerable to physical attacks.

Like the other types of Sectoids, these creatures will use the Sectoid Plasma Pistols, although they have specially modified versions, which they can wear on their wrists, making it far more difficult to disarm them in combat.

Even though they do have mouths, they cannot speak, they are only capable of grunts, growls and screeches. If they decide to talk to lesser races, they use telepathy instead.

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Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.