Starfinder: Sectoid Commander

Chris Van Deelen

Sectoid Commander Spellcaster CR 3 XP 800

Lawful evil small humanoid (Sectoid)

Init +4; Senses: Low-light 60 ft.; Perception + 13

 

Defense                                                             HP 32

EAC: 17; KAC: 19

Fort: +2; Ref: +2; Will: +10

 

Offense

Speed: 20 ft.

Ranged: Sectoid Plasma Pistol Ver. 2 +7 (1d6+3 E&F)

Space: 5 ft., Reach: 5 ft.

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

 

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +13, stealth +8

Feats: Iron will, mobility, shot on the run

Other Abilities: Greater mind link

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d4+2)

 

Special Abilities

Greater Mind Link (Su): As a standard action, a Sectoid Commander can link its mind to any other Sectoid within 100 ft. The difference is they can link up to 3 Sectoids, as long as they are within 20 feet of one another. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. Unlike regular Mind Link, if the target is killed, the Sectoid Commander does not suffer any backlash, other than is shaken for a single round. It can use this ability twice per day.

Induce Panic (Su): The Sectoid Commander is fully capable of inducing panic in any target it has line of sight on. As a standard action, the Sectoid commander forces feelings of panic and dread on the target. A will save (DC 15) 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.

 

Mind Control (Su): By making a full round action, the Sectoid Commander forces a single enemy combatant to make a Will Save (DC 15). If it fails, the target is fully controlled by the Sectoid Commander. The target is then forced to perform any action the Sectoid Commander deems fit – including using special abilities against the targets team-mates. This lasts for 1d4+2 rounds, and only ends if the Sectoid Commander wills it, or is killed. It can be used only once per day.

Mind Fray (Su): As a standard action, the Sectoid commander can target a single enemy combatant. The target is allowed a Will save (DC 15). If the save fails, the target suffers 2d4+3 points of electrical damage and furthermore shaken for 1d4 rounds. The Sectoid commander 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 12) 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 Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids 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.

A more advanced and powerful version of the standard Sectoid clone, the commander is more durable and able to withstand the punishment often meted out during combat.

Physically they are almost identical to the regular Sectoids, although their craniums are somewhat larget, and their eyes glow a hellish red.

The Commanders are exactly as they sound – commanders. They are always found with the regular Sectoids (1d4 per Commander), and tend to lead from the rear, directing their charges. They also possess a powerful set of psionic abilities to use against enemy targets, giving them a distinctive edge in combat.

If that was not bad enough, they are also able to temporarily take control of the enemy combatant’s minds, turning the fighters on their own, forcing them to attack their friends and comrades.

Like regular Sectoids, the Commanders are fully capable of using armor and other light weapons, but typically do not bother.

These Commanders are more cowardly, and always take advantage of cover, making sure that they send in the light infantry first, or make sure more advanced and powerful units ‘soften’ up the enemy forces before advancing.

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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.