alignment: LE
initiative: +5
type: creature

Found 5 matches

Aeon Guard CR: 3 XP: 800 LE Medium humanoid (human) Init.: +5 Senses: darkvision 60 ft. Perception: +8 HP: 48 EAC: 19 KAC: 22 Fort: +5 Ref: +3 Will: +4 Speed: 20 ft. Melee: thunderstrike pulse gauntlet +8 (1d6+5 B & So; critical knockdown) Ranged: AG assault rifle +11 (1d8+3 P) or frag grenade II +11 (explode [15 ft., 2d6 P, DC 14]) or incendiary grenade I +11 (explode [5 ft., 1d6 F plus 1d4 burn, DC 14]) Offensive Abilities: fighting styles (sharpshoot), sniper’s aim Str: +2 Dex: +4 Con: +1 Wis: +1 Int: +1 Cha: +1 Skills: Athletics +8, Intimidate +8, Profession (soldier) +8, Stealth +10 Languages: Azlanti Gear: AG trooper battle dress (clear spindle aeon stone, jump jets), AG assault rifle with 4 magazines (100 longarm rounds), thunderstrike pulse gauntlet with 2 batteries, frag grenade II, incendiary grenade I
Anchorite CR: 4 XP: 1200 LE Medium outsider (evil) Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +6 Ref: +8 Will: +3 Speed: 30 ft. Melee: ascetic velstrac flenser +10 (1d4+5 S & So; critical bleed 1d4) Ranged: tactical acid dart rifle +13 (1d8+4 A & P; critical corrode 1d4) or frag grenade II +13 (explode [15 ft., 2d6 P, DC 13]) Offensive Abilities: unnerving gaze (30 ft., DC 13) Str: +1 Dex: +5 Con: +3 Wis: +1 Int: +0 Cha: +1 Skills: Acrobatics +15, Athletics +10, Intimidate +10, Sense Motive +10 Languages: Common, Infernal; telepathy 30 ft. Gear: velstrac harness (functions as defrex hide), tactical acid dart rifle with 20 darts, ascetic velstrac flenser (see page 129) with 1 battery (20 charges), frag grenades II (2)
Hobgoblin Lieutenant CR: 7 XP: 3200 LE Medium humanoid (goblinoid) Init.: +5 Senses: darkvision 60 ft. Perception: +14 HP: 105 EAC: 19 KAC: 21, +1 vs. combat maneuvers Fort: +9 Ref: +7 Will: +8 Speed: 30 ft. (25 ft. in armor) Melee: sintered longsword +14 (2d8+13 S) Ranged: corona laser rifle +18 (2d6+7 F; critical burn 1d6) or stickybomb grenade II +17 (explode [15 ft., entangle 2d4 rounds, DC 15]) Offensive Abilities: fighting styles (hit-and-run), furious combatant, nimble fusillade, opening volley Str: +4 Dex: +5 Con: +2 Wis: +0 Int: +0 Cha: +1 Skills: Athletics +14, Intimidate +14, Stealth +19 Languages: Common, Goblin Gear: golemforged plating III, corona laser rifle with 2 high-capacity batteries (40 charges each), sintered longsword, stickybomb grenades II (2)
Ja Noi CR: 5 XP: 1600 LE Medium outsider (goblinoid) Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +11 HP: 84 EAC: 17 KAC: 19 Fort: +7 Ref: +7 Will: +6 Speed: 30 ft. (25 ft. in armor) Melee: tactical swoop hammer +15 (1d10+10 B; critical knockdown) Ranged: thunderstrike sonic rifle +12 (1d10+5 So; critical deafen [DC 13]) Offensive Abilities: Str: +5 Dex: +3 Con: +2 Wis: +0 Int: +1 Cha: +1 Skills: Acrobatics +16, Intimidate +11, Stealth +11 Languages: Common, Goblin Gear: lashunta ringwear II, tactical swoop hammer, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each)
Tiefling CR: 2 XP: 600 LE Medium outsider (native) Init.: +5 Senses: darkvision 60 ft. Perception: +8 HP: 23 EAC: 13 KAC: 14 Fort: +0 Ref: +5 Will: +3 Speed: 30 ft. Melee: tactical baton +8 (1d4+1 B) Ranged: tactical semi-auto pistol +8 (1d6 P) or tactical shirren-eye rifle +8 (1d10 P) Offensive Abilities: fiendish gloom, trick attack +1d4 Str: +1 Dex: +4 Con: +0 Wis: +0 Int: +2 Cha: +0 Skills: Acrobatics +13, Athletics +8, Bluff +13, Sleight of Hand +8, Stealth +8 (+12 with trick attack) Languages: Akitonian, Common, Eoxian, Infernal Gear: second skin (jump jets), tactical semi-auto pistol with 45 small arm rounds, tactical baton, tactical shirren-eye rifle with 25 sniper rounds