CR 3

XP 800

Elebrian corpsefolk operative

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +14


HP 42

EAC 14; KAC 15

Fort +3; Ref +6; Will +7

Defensive Abilities evasion; DR 5/magic; Immunities undead immunities


Speed 40 ft.

Melee survival knife +7 (1d4+4 S)

Ranged static arc pistol +9 (1d6+3 E; critical arc 2) or tactical shirren-eye rifle +9 (1d10+3 P)

Offensive Abilities trick attack +1d8


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

Skills Acrobatics +8, Intimidate +9, Sleight of Hand +13, Stealth +13

Other Abilities operative exploits (uncanny mobility), specialization (thief), unliving

Languages Common

Gear graphite carbon skin, static arc pistol with 2 batteries (20 charges each), survival knife, tactical shirren-eye rifle with 25 sniper rounds


Environment any

Organization solitary, pair, or association (3–20)

Corpsefolk rise from the dead bodies of beings infused with necromantic energies. Though they often have an appearance similar to various forms of zombies, unlike those common undead minions, corpsefolk retain the memories of their previous lives, the skills and abilities gained through living experience, and the will to make decisions on their own. Undead creatures of this type were called “zombie masters” in ancient days, they have become known as “corpsefolk” to reflect their independent mentalities.

Corpsefolk can be found in all roles in societies that accept undead citizens, often serving as assistants to powerful spellcasters, guards, marines, menial managers, and technicians. They are able to use any armor, equipment, and weapons they mastered in life and can even gain new skills. Though no less motivated than living creatures, and still able to experience both positive and negative emotions, corpsefolk generally take patient, long-term views of their existences. Even when enduring menial tasks, most corpsefolk assume their current positions are temporary, and as centuries or eons pass, they will come into positions of power and influence, freed as they are from the constraints of age, breath, food, and sleep.

Initially, a corpsefolk appears much as she did when she was alive, though with paler skin due to a lack of blood pumping through her veins. Some corpsefolk are a bit more sunken and emaciated, depending on how long their bodies were left to rot before rising as undead. However, as a corpsefolk progresses through the years, her body grows increasingly torn and tattered. Some corpsefolk resort to surgery and magic in an effort to maintain more wholesome appearances, but after a few decades, most cease to care what they look like and focus only on what they can do to gain wealth and power.

Corpsefolk Template Graft (CR 2+)

The animated corpse of a dead sentient creature,a corpsefolk keeps the abilities, intelligence, and skills it had when it was alive. Most corpsefolk are far more cunning and dangerous foes than are common, mindless undead. They often have ambitions and aspirations to increase their station in whatever society they exist in.

Required Creature Type: Undead.

Traits: DR 5/magic; increase Hit Points by 20%.

Suggested Ability Modifiers: Combatant—Dexterity, Strength; expert—Dexterity, Intelligence; spellcaster—Wisdom, Dexterity.

Section 15: Copyright Notice

Starfinder Adventure Path #6: Empire of Bones © 2018, Paizo Inc.; Authors: Owen K.C. Stephens, with John Compton, Jason Keeley, and Larry Wilhelm.