TEXT: THE VOIDBORN
  Evil Robot Games
  
  1
  Fast Zombie (Voidborn)
  This walking corpse wears a tattered worksuit or torn spacesuit, gray skin pulled taut over its frame, pointed 
  teeth and claws at the ready as it runs in search of its next victim.
   Fast Zombie CR 1/2, XP 200 
  Medium Undead
  Init +0 
  Senses darkvision 60 ft. 
   Perception +0
  DEFENSE
  AC 13 
  (touch 11, flat-footed 12) (+2 natural)
  hp 12 
  (2d8+3)
  Fort +0 Ref +0 
  Will +3
  Immune Voidborn Traits (Ex) Voidborn are immune to death effects, disease, mind-affecting effects, paralysis, poison, sleep, stun, and any 
  effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, or 
  energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and 
  Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
  OFFENSE
  Speed 40 ft.
  Melee bite +4 (1d4+3 plus disease), claw +4 (1d4+3) or 2 claws +4 (1d4+3) slam +4 (1d6+3)
  Special Quick Strikes (Ex): Whenever a fast zombie takes a full-attack action, it can make one additional attack at its highest base attack 
  bonus.
  STATISTICS
  Str 17 
  Dex 12 Con — 
  Int — 
  Wis 10 Cha 10
  Base Atk +1 
  CMB +4  
  CMD 14
  Feats Toughness
  ECOLOGY
  Environment 
  per the infected host creature, but mostly derelict spaceships and space stations
  Organization 
  solitary, pair, or colony (4-16)
  Treasure 
  standard
  SPECIAL ABILITIES
  Disease (Su) Void Fever: Bite—injury; save Fort DC 11; onset 1 hour; frequency 1/day; effect 1d3 Con; cure 2 consecutive saves. The save 
  DC is Charisma-based. A humanoid that dies of void fever becomes a Voidborn in 1d10x10 minutes. A humanoid who becomes a Voidborn 
  retains none of the abilities it possessed in life. It is not under the control of any other Voidborn, but it hungers for the flesh of the living 
  and behaves like a normal Voidborn in all respects.
  Zombies are the animated corpses of dead creatures, forced into undying agony by a virus that galactic scientists have not been able to 
  analyze or eradicate. The most commonly encountered zombies move faster than the creature did in life. All spaceports use a Plasma De-
  contamination Field to destroy remnants of the virus on incoming starship hulls. Cargo and crew undergo similar plasma decontamination: 
  the plasma is high enough temperature to kill the virus, but at a low enough temperature and with little enough exposure to not damage 
  the bare skin of many races.
  Zombies are unthinking automatons. When left unattended, zombies tend to mill about in search of living creatures to slaughter and de-
  vour. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims. Zombies attack 
  until destroyed, having no regard for their own safety.
  Voidborn – Medium Undead Knowledge check DCs
  DC 10 – A Zombie is the animated corpse of a dead creature.
  DC 15 – Fast Zombies can move quickly, and get extra attacks. They are hard to destroy without slashing weapons
  DC 20 – Zombies carry a virus that can affect living creatures and turn them into Zombies. The virus can survive in the vacuum of space.
  DC 25 – Zombie outbreaks are infrequent due to galactic decontamination standards, though outbreaks sometimes occur at the site of great 
  space battles.
  
  2
  Voidborn Ecology
  The Voidborn are the result of a nanotech virus 
  sent to wipe out life in the Milky Way galaxy by des-
  perate aliens in the tattered remains of the Sagittari-
  us galaxy.
  Many of the stars in the smaller galaxy are metal 
  poor, leaving the inhabitants with few resources with 
  which to colonize our galaxy. First and second wave 
  invasions used robot seedships that seized native 
  materials on arrival to build their armies. The third 
  wave used nanotech in their seedships and copied 
  dominant lifeforms to fight on their behalf. Another 
  third wave strategy was a nanotech virus that in-
  fected biological hosts and turned them against the 
  living.
  The virus, originally seeded by sublight probes, 
  floats through deep space until it encounters a 
  life-bearing world. The probes, like the seedships 
  before them, utilized local raw materials to replicate 
  themselves and the virus. Once they have deter-
  mined the target world contains intelligent life, the 
  probes disperse the virus into orbit around the target 
  world before moving to another system to repeat the 
  cycle.
  The virus causes a burning pain in those infected, 
  and prolonged contact dissolves both minerals and 
  organic matter.
  Inactive Voidborn will congregate in cool dark plac-
  es clustered together in a tight circle. The infected 
  breathe heavily to distribute resources and informa-
  tion through the air to one another.
  No one knows why starships and space stations 
  continually get infected when the original probes 
  launched their attacks on planets, but it is known the 
  virus and the infected can survive for long periods of 
  time in deep space.
  Habitat & Society
  None in evidence.
  Campaign Role
  Often found in derelict spaceships the Voidborn 
  can see, hear and smell their prey which says their 
  sensory organs and corresponding parts of the brain 
  are functioning. The creatures have been found to 
  have increased night vision capability in cases where 
  the host creature previously saw only in the visible 
  spectrum.
  Predation
  The creatures are typically attracted by movement, 
  loud noises and to a far lesser degree scent, the crea-
  tures do not track their prey though they will follow 
  prey for a time and attack other sentient targets of 
  opportunity while wandering. Voidborn do not attack 
  natural animals as prey. Zombie horror partially is 
  about loss of identity, if you can’t be afraid of becom-
  ing one of them then the horror is just about getting 
  eaten, which is scary, but not the core of the genre.
  Voidborn don’t talk, they don’t remember you or 
  who they were when they were alive.
  Voidborn are avoided by insects and natural ani-
  mals that will defend themselves from the creature if 
  attacked, but do not hunt them for food.
  Voidborn are also seemingly immune to decay from 
  bacteria and other microorganisms. Any colonies of 
  native flora in the body are eradicated shortly after 
  infection so the bodies do not rot or decay though 
  they do wither over time as resources in the body 
  are used up. The creatures seems to harvest re-
  sources from outer skin layers first leaving them just 
  moistenough to be flexible, but their leathery bodies 
  are harder than the natural skin of the host creature. 
  This process renders the creatures bodies immune to 
  the effects of hot and cold temperatures and condi-
  tions. As the outer layers of skin shrinks around bony 
  fingers and nails they form rough claws capable of 
  ripping and tearing the soft flesh of the living.
  The creatures bodies shut down many metabolic 
  processes upon infection, though blood continues 
  to flow; carrying energy and nutrients around the 
  body and spurting out of the body at high pressure 
  when injured. The creatures bodies have a basic 
  ability to repair and maintain damaged tissue which 
  seems mostly limited to sealing non fatal wounds, 
  but falls short of tissue regeneration. This is true 
  even if the host organism was capable or regrowing 
  missing limbs or organs. The creatures are capable of 
  shutting their metabolism down to almost nothing 
  for years at a time if no prey are present. Voidborn 
  found at the scenes of old space battles have been 
  found active hundreds of years after the death of the 
  host organism.
  Emergent Behaviors
  In groups, the creatures do not fall off the same 
  cliff, into the same river, pit or other hazard twice.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Evil Robot/Galaxy Pirates - Adversaries - Voidborn.pdf