| Sidereant |
Level 3 Elite Soldier |
| Small natural humanoid |
XP 300 |
|
| HP 88; Bloodied 44 |
Initiative +5 |
| AC 21; Fortitude 18, Reflex 17, Will 13 |
Perception +3 |
| Speed 5, fly 3 (clumsy) |
low-light vision |
|
| Regeneration 2 (if sidereant takes cold damage, regeneration doesn't function on its next turn) |
| Resist 10 fire |
| Saving Throws +2; Action Points 1 |
| Boost Flying Magic |
| 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. |
| Basic Melee; Flail (standard; at-will) ♦ Weapon |
| +10 vs AC; 1d10+3 damage |
| Basic Melee; Javelin (standard; at-will) ♦ Weapon |
| +10 vs AC; 1d6+3 damage |
| Melee; Two-Weapon Strike (standard; at-will) |
| A sidereant attacks with both the javelin and the fail. They can be the same target or different targets. |
| Skills Acrobatics +10 |
| Str 17 (+4) |
Dex 14 (+3) |
Wis 10 (+1) |
| Con 12 (+2) |
Int 14 (+3) |
Cha 8 (+0) |
|
| Alignment Unaligned |
Languages Common |
|
| Equipment heavy shield, flail, javelin |