source: Alien Archive 3

Found 148 matches

Hortus CR: 2 XP: 600 NG Medium plant Init.: +0 Senses: low-light vision Perception: +7 HP: 25 RP: 3 EAC: 13 KAC: 15 Fort: +6 Ref: +4 Will: +1; +2 vs. mind-affecting, paralysis, poison, polymorph, sleep, stunned Speed: 30 ft. Melee: tactical pike +10 (1d8+4 P) Ranged: tactical semi-auto pistol +7 (1d6+2 P) Offensive Abilities: None Str: +2 Dex: +0 Con: +4 Wis: +1 Int: +1 Cha: +0 Skills: Engineering +7, Medicine +7, Physical Science +12 Languages: Azlanti, Common, Hortaa Gear: graphite carbon skin, tactical pike, tactical semi-auto pistol with 18 small arm rounds
Hound of Tindalos CR: 7 XP: 3,200 NE Medium outsider (evil, extraplanar) Init.: +5 Senses: darkvision 120 ft., discern prey Perception: +19 HP: 90 EAC: 19 KAC: 20 Fort: +6 Ref: +10 Will: +8 Speed: 40 ft., fly 40 ft. ( Melee: bite +16 (1d8+9 P) or claws +16 (1d8+9 S) Ranged: None Offensive Abilities: ripping gaze (30 ft., 4d6 S; Fort DC 17) Str: +2 Dex: +5 Con: +2 Wis: +4 Int: +2 Cha: +2 Skills: Acrobatics +14, Mysticism +19, Sense Motive +19, Stealth +14 Languages: Aklo
Ijtikri CR: 1/2 XP: 200 N Medium aberration Init.: +0 Senses: darkvision 60 ft. Perception: +4 HP: 12 EAC: 10 KAC: 11 Fort: +3 Ref: +0 Will: +2; +4 vs. critical hit effects Speed: 30 ft. (crawl at half this speed), swim 30 ft. Melee: survival knife +4 (1d4+1 S) Ranged: needler pistol +3 (1d4 P; critical injection DC +2) Offensive Abilities: None Str: +1 Dex: +0 Con: +3 Wis: +2 Int: +0 Cha: +0 Skills: Athletics +9, Life Science +4, Piloting +4, Stealth +9, Survival +9 Languages: Common, Iji, Vesk Gear: second skin, needler pistol with 12 darts, survival knife, tier 1 sedative
Ijtikri Commando CR: 4 XP: 1,200 — — — Init.: +3 Senses: darkvision 60 ft. Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +6 Ref: +4 Will: +5; +4 vs. critical hit effects Speed: 30 ft. (crawl at half this speed), swim 30 ft. Melee: hook sword +11 (1d8+6 S; critical bleed 1d4) Ranged: thunderstrike sonic rifle +12 (1d10+2 So; critical deafen [DC 13]) Offensive Abilities: fighting style (sharpshoot), sniper’s aim Str: +2 Dex: +3 Con: +3 Wis: +2 Int: +0 Cha: +0 Skills: Acrobatics +10, Athletics +10, Stealth +15 Languages: Common, Iji, Vesk Gear: defrex hide, hook sword, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each)
Iridia CR: 8 XP: 4,800 N Medium outsider (extraplanar, spectra) Init.: +4 Senses: darkvision 60 ft. Perception: +16 HP: 115 EAC: 20 KAC: 21 Fort: +7 Ref: +7 Will: +13 Speed: 30 ft., fly 60 ft. (Ex, perfect) Melee: slam +16 (1d12+8 B) Ranged: dusk ray +18 (1d10+8 C & E) Offensive Abilities: None Str: +0 Dex: +4 Con: +2 Wis: +2 Int: +6 Cha: +2 Skills: Acrobatics +16 (+24 to fly), Computers +21, Diplomacy +16, Engineering +21, Mysticism +21, Sense Motive +16 Languages: machine telepathy 100 ft., truespeech
Irokiroi CR: 5 XP: 1,600 N Huge animal Init.: +5 Senses: blindsight (sound) 120 ft., sightless Perception: +11 HP: 72 EAC: 17 KAC: 19 Fort: +9 Ref: +9 Will: +4 Speed: fly 60 ft. (Ex, average) Melee: bite +14 (1d6+10 P plus topple; critical bleed 1d6) or wing +14 (1d6+10 S; critical bleed 1d4) Ranged: sonic burst +11 (1d6+5 So) Offensive Abilities: None Str: +5 Dex: +3 Con: +2 Wis: +0 Int: -4 Cha: +0 Skills: Acrobatics +16
Izalguun Healer CR: 8 XP: 4,800 — — — Init.: +2 Senses: darkvision 60 ft. Perception: +16 HP: 110 RP: 4 EAC: 20 KAC: 21 Fort: +7 Ref: +9 Will: +11 Speed: 20 ft. Melee: advanced lance +16 (2d6+10 P) Ranged: defender shield projector +18 (shield 2d6) Offensive Abilities: None Str: +2 Dex: +2 Con: +0 Wis: +0 Int: +4 Cha: +6 Skills: Computers +21, Diplomacy +21, Life Science +16, Medicine +21, Sense Motive +21, Survival +16 Languages: Common, Izalguun Gear: kasatha microcord III, advanced lance, defender shield projector with 2 super‑capacity batteries (80 charges each)
Izalguun Hunter CR: 4 XP: 1,200 — — — Init.: +1 Senses: darkvision 60 ft. Perception: +10 HP: 50 EAC: 16 KAC: 18 Fort: +6 Ref: +8 Will: +5 Speed: 40 ft. (35 ft. in armor) Melee: tactical pike +13 (1d8+9 P) Ranged: tactical crossbolter +10 (1d10+4 P) Offensive Abilities: fighting style (guard) Str: +5 Dex: +1 Con: +3 Wis: +0 Int: +0 Cha: +0 Skills: Athletics +10, Computers +15, Engineering +15, Survival +10 Languages: Common, Izalguun Gear: ash dendron armor, tactical crossbolter with 20 arrows, tactical pike
Jinsul Base Commander CR: 5 XP: 1,600 — — — Init.: +3 Senses: darkvision 60 ft. Perception: +16 HP: 60 EAC: 16 KAC: 17 Fort: +4 Ref: +6 Will: +10; +4 vs. fear 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 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)
Jinsul Warrior CR: 1 XP: 400 CE Medium monstrous humanoid Init.: +4 Senses: darkvision 60 ft. Perception: +10 HP: 20 EAC: 11 KAC: 13 Fort: +3 Ref: +5 Will: +3; +4 vs. fear Speed: 40 ft. Melee: bite +6 (1d4+3 P) or leg blade +6 (1d6+3 S; critical bleed 1d6) Ranged: tactical arc emitter +9 (1d4+1 E) Offensive Abilities: None Str: +2 Dex: +4 Con: +1 Wis: +0 Int: +0 Cha: -1 Skills: Athletics +10, Piloting +5, Survival +5 Languages: Jinsul Gear: freebooter armor I, tactical arc emitter with 2 batteries (20 charges each)