Bil’Djool Soldier (CR 6)

Bil’Djool Soldier CR 6

XP 2,400
LE Medium aberration (aquatic)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +11


AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 68 (8d8+32)
Fort +6, Ref +7, Will +9
Resist cold 10
Weakness(es) vulnerability to toxins


Speed 20 ft., swim 50 ft., jet 90 ft.
Melee bil’djooli rod +11/+6 (1d10+4 plus 1d6 energy) and 2 tentacle slams +4 (1d4+1), or 4 tentacle slams +9 (1d4+3)
Ranged bil’djooli rod +13/+8 touch (4d6 energy)
Special Attacks contamination (DC 18), side shot


Str 16, Dex 21, Con 18, Int 13, Wis 16, Cha 13
Base Atk +6; CMB +9; CMD 24 (can’t be tripped)
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Focus (bil’djooli rod)
Skills Acrobatics +12, Climb +10, Disable Device +10, Intimidate +8, Knowledge (local) +8, Perception +11, Stealth +12 (+16 while submerged), Survival +10, Swim +15, Use Magic Device +8; Racial Modifiers +4 Stealth while submerged
Languages Bil’djooli, Ultari
SQ interstellar


Environment any aquatic
Organization solitary, team (2-4), or squad (5-12)
Treasure standard (bil’djooli rod)


Contamination (Ex)

Bil’djooli secret toxins that wash away easily in water, contaminating their threatened squares with a mild paralytic. When the bil’djool is not submerged, the poison only affects those struck by its slam attacks, or who strike it with nonreach melee weapons. Out of the water, a bil’djool must make a save against this poison once per hour. The save DC is Constitution-based.

Poison, contact—bil’djooli slime, save Fortitude DC 18, frequency 1/round for 1 round, effect 1 Strength, cure 1 save.

Interstellar: Bil’djooli travel the stars, bringing war to planets and stealing alien technology to add to their own. Disable Device and Use Magic Device are always class skills for a bil’djool.

Side Shot (Ex)

During a melee full-attack action, a bil’djool can take a -2 penalty to all attacks for the round to add an additional ranged attack with its bil’djooli rod. This attack is made using its highest base attack bonus, plus other modifiers. Any penalties to attack rolls from feats (such as Combat Expertise or Power Attack) apply to this ranged attack as well. A bil’djool doesn’t provoke attacks of opportunity when firing a bil’djooli rod if it threatens the enemy who would take that attack with its slams. Effects that grant the bil’djooli an additional attack at its highest attack bonus (such as the haste spell or Rapid Shot feat) do not stack with side shot for the purposes of additional ranged attacks but can be used to make additional slam attacks.

Vulnerability to Toxins (Ex)

Bil’djooli take a -2 penalty to Fortitude saves against diseases and poisons.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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