Sidereants are seven armed starfish like creature. They walk on two of the arms. The topmost has a face near the top of the limb. Each of the other four arms end in four short tentacles that can manipulate objects like a hand. They stands a little less than four feet tall with a grey sandstone like skin. The sidereants are found in many crystal spheres and are prized spelljamming crew members due to their ability to increase the speed of the ship. Ultimately the sidereants are driven to merge with one another creating a more powerful creature each time.
Two sidereant merge to form a dyan. Two dyan merge to form a triant. Two triants merge to form tetrant. This process continues until all sidereant have combined into the astrophage. The astrophage will then consume the sun(s) of the system it is in. Usually this will destroy the crystal sphere. At which point the creature explodes back into sidereants who are gated to random crystal spheres. The first tetrant determines the crystal sphere that the astrophage will consume. The tetrant telepathically summons the other sidereants. The sidereants are unaware of their ultimate purpose.
[b]Sidereant[/b] Level 3 Elite Soldier
Small natural humanoid XP 300
[b]HP[/b] 88; [b]Bloodied[/b] 0; [b]Initiative[/b] +5
[b]AC[/b] 21; [b]Fortitude[/b] 18, [b]Reflex[/b] 17, [b]Will[/b] 13; [b]Perception[/b] +3
[b]Speed[/b] 5, fly 3 (clumsy); low-light vision
[b]Regeneration[/b] 2 (if sidereant takes cold damage, regeneration doesn't function on its next turn)
[b]Resist[/b] 10 fire
[b]Saving Throws[/b] +2; [b]Action Points[/b] 1
Basic Melee; [b]Flail[/b] (standard; at-will) * [b]Weapon[/b]
+10 vs AC; 1d10+3 damage
Basic Melee; [b]Javelin[/b] (standard; at-will) * [b]Weapon[/b]
+10 vs AC; 1d6+3 damage
Melee; [b]Two-Weapon Strike[/b] (standard; at-will)
A sidereant attacks with both the javelin and the fail. They can be the same target or different targets.
[b]Boost Flying Magic[/b]
As long as a sidereant is standing in sunlight any magical flying device it is on receives a boost in speed. The boost is relative to the standard flying speed of the device. A flying carpet would increase its fly speed to 7 while a spelljammer would increase its SR. A maximum of three sidereant can increase the speed of a flying device.
[b]Skills[/b] Acrobatics +10
[b]Str[/b] 17 (+4); [b]Dex[/b] 14 (+3); [b]Wis[/b] 10 (+1)
[b]Con[/b] 12 (+2); [b]Int[/b] 14 (+3); [b]Cha[/b] 8 (+0)
[b]Alignment[/b] Unaligned; [b]Languages[/b] Common
[b]Equipment[/b] heavy shield, flail, javelin
A character knows the following information with a successful Nature check.
[b]DC 25:[/b] Sidereants are rather rare but prized spelljammer crew members due to their ability to speed up the ship.
[b]DC 30:[/b] Sidereants can merge to form stronger creatures. They worship Sidereal, the Star-Mother.