Jinsul Base Commander
Source: Alien Archive 3
CR: 5 XP: 1,600
— — —
Init.: +3 Senses: darkvision 60 ft. Perception: +16
Defense
HP: 60
EAC: 16 KAC: 17
Fort: +4 Ref: +6 Will: +10; +4 vs. fear
Offense
Speed: 40 ft.
Melee: bite +9 (1d4+5 P) or leg blade +9 (1d6+5 S; critical bleed 1d8)
Ranged: frostbite‑class zero pistol +11 (1d6+5 C; critical staggered [DC 15])
Offensive Abilities: None
Statistics
Str: +0 Dex: +3 Con: +0 Wis: +2 Int: +5 Cha: +0
Skills: Athletics +16, Computers +16, Intimidate +11, Mysticism +11
Languages: Jinsul
Gear: estex suit II, frostbite‑class zero pistol with 2 batteries (20 charges each)
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Powerful Leap (Ex)</b> When attempting an Athletics checks to jump, a jinsul is always considered to have taken a running start.<br/><br/> <b>Unshakable Belief (Ex)</b> Whenever a jinsul base commander is the target of a trick attack, it can attempt a Bluff or Sense Motive check in response. If the jinsul base commander’s result equals or exceeds that of the trick attack skill check, the trick attack is unsuccessful. If the jinsul’s check exceeds the trick attack check by 5 or more, the creature performing the trick attack gains the off‑target condition until the end of their next turn.</p>