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
Traits
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.
Standard Actions
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