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)
Bone Trooper Captain
CR: 8
XP: 4800
LE Medium undead
Init.: +10
Senses: darkvision 60 ft.
Perception: +16
HP: 125
RP: 4
EAC: 20
KAC: 23
Fort: +10
Ref: +10
Will: +9
Speed: 30 ft.
Melee: None
Ranged: red star plasma pistol +19 (1d8+8 E & F; critical burn 1d8)
Offensive Abilities: fighting styles (arcane assailant), gear boosts (plasma immolation [1d8]), style techniques (rune of the eldritch knight, secret of the magi)
Str: +4
Dex: +6
Con: —
Wis: +2
Int: +2
Cha: +2
Skills: Diplomacy +16, Engineering +16, Intimidate +16, Piloting +21
Languages: Common, Eoxian
Gear: skitterhide II (with black force field), officer dueling sword, red star plasma pistol with 3 batteries (20 charges each)
Bone Trooper Technomancer
CR: 3
XP: 800
LE Medium undead
Init.: +7
Senses: darkvision 60 ft.
Perception: +8
HP: 34
EAC: 13
KAC: 14
Fort: +2
Ref: +2
Will: +8
Speed: 30 ft.
Melee: tactical dueling sword +5 (1d6+4 S) or claw +5 (1d4+4 S)
Ranged: tactical semi-auto pistol +7 (1d6+3 P)
Offensive Abilities: None
Str: +1
Dex: +3
Con: —
Wis: +0
Int: +4
Cha: +1
Skills: Computers +13, Mysticism +8, Piloting +13
Languages: Common, Eoxian
Gear: skitterhide I, tactical dueling sword, tactical semi-auto pistol with 36 small arm rounds
Embri Speaker
CR: 10
XP: 9600
LE Medium aberration
Init.: +4
Senses: darkvision 60 ft.
Perception: +19
HP: 140
RP: 5
EAC: 22
KAC: 23
Fort: +9
Ref: +9
Will: +15, +2 vs. enchantment
Speed: 30 ft.
Melee: claw +16 (2d8+10 S) or buzzblade dueling sword +16 (2d6+10 S)
Ranged: aphelion laser pistol +18 (3d4+10 F; critical burn 1d4)
Offensive Abilities: echoes of obedience, greater forced amity (DC 21), inexplicable commands
Str: +0
Dex: +0
Con: +3
Wis: +8
Int: +0
Cha: +5
Skills: Diplomacy +19, Intimidate +24, Mysticism +24, Sense Motive +24
Languages: Common, Embri, Infernal
Gear: platinum AbadarCorp travel suit, aphelion laser pistol with 2 high-capacity batteries (40 charges each), buzzblade dueling sword with 1 battery (20 charges), hivemask
Embri
CR: 3
XP: 800
LE Medium aberration
Init.: +4
Senses: darkvision 60 ft.
Perception: +8
HP: 35
EAC: 14
KAC: 15
Fort: +2
Ref: +2
Will: +8, +2 vs. enchantment
Speed: 30 ft.
Melee: claw +7 (1d4+5 S)
Ranged: tactical crossbolter +9 (1d10 P)
Offensive Abilities: None
Str: +2
Dex: +0
Con: +4
Wis: +0
Int: +1
Cha: +0
Skills: Athletics +13, Computers +13, Engineering +8, Sense Motive +13, Stealth +8
Languages: Common, Embri
Gear: tactical crossbolter with 10 arrows, hivemask
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
Reptoid Master
CR: 6
XP: 2400
LE Medium humanoid (reptoid)
Init.: +0
Senses: low-light vision
Perception: +13
HP: 77
RP: 4
EAC: 16
KAC: 18
Fort: +5
Ref: +5
Will: +11, +2 vs. mind-affecting effects and poisons
Speed: 30 ft.
Melee: claw +12 (1d6+8 S)
Ranged: corona laser pistol +10 (2d4+6 F; critical burn 1d4)
Offensive Abilities: echoes of obedience, forced amity (DC 16), inexplicable commands
Str: +2
Dex: +0
Con: +1
Wis: +3
Int: +1
Cha: +5
Skills: Bluff +18, Diplomacy +18, Disguise +13, Sense Motive +13
Languages: Common, Reptoid, Vercite
Gear: kasatha microcord II, corona laser pistol with 2 highcapacity batteries (40 charges each)
Reptoid
CR: 1
XP: 400
LE Medium humanoid (reptoid)
Init.: +0
Senses: low-light vision
Perception: +5
HP: 16
EAC: 11
KAC: 12
Fort: +1
Ref: +1
Will: +6, +2 vs. mind-affecting effects and poisons
Speed: 30 ft.
Melee: claw +4 (1d4+2 S)
Ranged: azimuth laser pistol +2 (1d4+1 F; critical burn 1d4)
Offensive Abilities: None
Str: +1
Dex: +0
Con: -1
Wis: +1
Int: +2
Cha: +4
Skills: Bluff +10, Diplomacy +10, Disguise +5, Sense Motive +5
Languages: Common, Reptoid, Vercite
Gear: second skin, azimuth laser pistol with 2 batteries (20 charges each)
Velstrac, Cantor
CR: 9
XP: 6400
LE Small outsider (evil, extraplanar, lawful, velstrac)
Init.: +6
Senses: darkvision 60 ft.;
Perception: +17
HP: 120
EAC: 21
KAC: 22
Fort: +8
Ref: +10
Will: +12
Speed: 30 ft.
Melee: claw +18 (2d6+9 S plus lingering touch)
Ranged:
Offensive Abilities: unnerving gaze (30 ft., DC 18), waking nightmare
Str: +0
Dex: +6
Con: +2
Wis: +4
Int: +1
Cha: +3
Skills: Acrobatics +22, Bluff +17, Mysticism +17, Stealth +17
Languages: Common, Infernal; telepathy 100 ft.