Sidereant |
Level 3 Elite Soldier |
Small natural humanoid |
XP 300 |
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HP 88; Bloodied 44 |
Initiative +5 |
AC 21; Fortitude 18, Reflex 17, Will 13 |
Perception +3 |
Speed 5, fly 3 (clumsy) |
low-light vision |
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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) |
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Alignment Unaligned |
Languages Common |
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Equipment heavy shield, flail, javelin |