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)