[b]Sidereant[/b] Level 3 Elite Soldier Small natural humanoid XP 300 [b]Initiative[/b] +5; [b]Senses[/b] Perception +3; low-light vision [b]HP[/b] 88; [b]Bloodied[/b] 44 [b]Regeneration[/b] 2 (if sidereant takes cold damage, regeneration doesn't function on its next turn) [b]AC[/b] 21; [b]Fortitude[/b] 18, [b]Reflex[/b] 17, [b]Will[/b] 13 [b]Resist[/b] 10 fire [b]Saving Throws[/b] +2 [b]Speed[/b] 5, fly 3 (clumsy) [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]Alignment[/b] Unaligned; [b]Languages[/b] Common [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]Equipment[/b] heavy shield, flail, javelin