Starfinder: Zudjari

Chris Van Deelen

Zudjari Combatant CR 4 XP 1,200

Lawful evil medium humanoid (Zudjari)

Init +7; Senses: Low-light vision 60 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 18; KAC: 18 (Zudjari Battle Dress Mk 1)

Fort: +6; Ref: +6; Will: +5

Immunities: Fear, paralysis, shaken, stun

Weakness: Poison vulnerability

 

Offense

Speed: 30 ft.

Melee: Mono-edged combat blade Mark 2 +10 (1d6+8 S) (soldier only)

Ranged: Corona serpent laser rifle +12 (2d6+4 F Crit burn 2d4) or frag grenade II (20 ft., 2d6+8 P), or Dual focus laser sniper rifle +14 (2d4+7 F Crit burn 1d4) (Sniper only)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Grenade expert

 

Statistics

Str +3; Dex +3; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +10, stealth +15 (+22 scout)

Feats: Improved initiative, weapon focus (long arms), or weapon focus (sniper weapons), skill focus (stealth – scouts only).

Other Abilities: Specialization

Languages: Common, Zudjari

 

Ecology

Environment: Any

Organization: Solitary (Scout, snipers), small squads (1d4+2), medium squads (2d6+4), assault squads (4d8+6)

 

Special Abilities

Grenade expert (Ex): Grenades in the hands of these aliens tend to be more powerful. The range of any grenade has its area of effect increased by 5 ft., and does additional damage equal to the grenades level.

Poison Vulnerability (Ex): When the Zudjari encounter poisons, they suffer a -2 to any saving throw.

Specialization (Ex): Depending on the role, the Zudjari gain a specialized bonus. Standard foot-soldiers gain a +1 to hit and damage with melee weapons, and gain a +3 bonus to hit instead of +2 when flanking. Scouts gain a +5 (on top of the skill focus), and if they attack while under stealth, they gain bonus damage equal to the weapon level. Finally Snipers do not suffer any range penalty, and likewise gain bonus damage equal to the weapon level. 

 

Sometimes known as Outsiders, the Zudjari are a race of militaristic, aggressive humanoids that travel from star system to star system raiding, pillaging, and conquering.  They originally defeated and subjugated various races such as the Sectoids (before they became clones), Mutons, and the Thin men.

All good things must come to an end and when they decided to attempt to fight the Ethreals, they discovered that the tables were turned and their empire built on conquest and slavery was destroyed almost overnight, and they found themselves on the receiving end for once.

The species is tall and muscular, although not as much as the Mutons. They have a greenish-grey skin and possess no hair anywhere on their bodies. They eyes do not appear to have pupils, and tend to glow a pale white. The heads are only slightly larger than the average human’s, and are slightly slanted. The mouth is a vertical slit, but when it opens it shows off a very human-like set of jaws, and a set of blunt teeth. They are stronger than the Sectoids, although not quite as agile.

The brains are also quite different from many other humanoids, and it has been discovered that they are immune to fear, being paralyzed, shaken and stunned.

Unlike the cloned Sectoids, these creatures are far more free-willed, although they are still under the iron-gripped hand of the Ethreals. They also specialize into scouts and sniper roles, which are support for the main forces.

When found on the battlefield, they are the commanders overseeing the Sectoids. All types of Sectoids follow and obey these creatures, same with the Thin Men and Muton’s – even if these creatures are not as powerful as that particular species. Vipers and more powerful aliens will sometimes defer to these creatures, and tend to treat them with respect.

Other creatures are viewed with scorn by these aliens. Even if they have been subjugated by Ethreals, they still possess the conqueror mindset. When they speak to others, they tend to be aloof, and often arrogant, but are always polite. They do not consider non-allied races to be anything more than the enemy, or potential vassals to be incorporated into the vast empire ruled by the Ethreals.

If there is one thing they respect, it is a show of strength and battle-prowess. They do not fear other creatures, but will show a healthy amount of caution when dealing with strong and capable foes.

The rank and file Zudjari – the foot soldiers, tend to use laser SMG’s and are very fond of using grenades. They also use small blades when they are in close quarters. They do prefer to use ranged weapons, but will fight hand to hand if it proves to be advantageous.

It has also been seen that these creatures prefer to use lasers, unlike the vast majority of the aliens, who prefer to use plasma weapons.

Unlike many of the other species they are allied with, these creatures use tactics to their fullest capability. They will flank, they will use cover, and they will split up their forces to surround and cut-off the enemy. They will target the more dangerous foes first, as well as anything they consider to be a commanding officer.

The creatures are intelligent and will use it to the best of their capability.

Zudjari Subtype Graft

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

Traits: Low light vision 60 ft., +2 to will, grenade specialization, Poison vulnerability, NPC’s gain immunity to fear, paralysis, shaken, stun.

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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.