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Aeon Guard Trooper

Rank-and-file Azlanti soldier in ceramic-and-polycarbonate green armor with high AC 18 and darkvision. Coordinated Fire adds +2 bonus to allied attacks against the same target and...

commonHumanHumanoidMedium
Lvl 3HumanHumanoidMedium
AC
18
HP
42
Perc
+6
Fort
+12
Ref
+9
Will
+6
STR
+2
DEX
+4
CON
+3
INT
+0
WIS
+1
CHA
+1
Speed25 ft
Actions
  • pulse gauntlet +8 1d4+3 sonic
  • aeon rifle +11 1d8+2 fire
AC
18
HP
42
STR
2
DEX
4
CON
3
INT
0
WIS
1
CHA
1

Rank-and-file Aeon Guard troopers are easily identified by their distinctive green armor consisting of ceramic and polycarbonate plates overlaid with an energy- reflective molecular coating. Aeon Guards frequently upgrade their armor with aeon stones, further distinguishing them from soldiers of “lesser” armies. Even the newest recruits have sworn personal oaths of loyalty to the Aeon Throne—a traitor or deserter of the Azlanti Star Empire is extraordinarily rare. These troopers are also loyal to one another and highly trained to fight in coordinated formations, and they obey their commanding officers without question, even if their orders mean certain death.

Aeon Guard Trooper Creature 3

Recall Knowledge DC; Humanoid (Society)

Perception +6 (darkvision)

Languages Azlanti, Common, Vesk

Skills Acrobatics +9, Athletics +7, Intimidation +6, Stealth +9, Warfare Lore +7

Str+2 Dex+4 Con+3 Int+0 Wis+1 Cha+1

Items commercial Aeon Guard armor, commercial aeon rifle (2 commercial batteries), commercial frag grenade (2), commercial pulse gauntlet (1 commercial battery)


AC 18

Fort +12

Ref +9

Will +6

Elusive Maneuver reaction Trigger The trooper takes damage from a ranged Strike or spell; Effect The trooper Steps or Takes Cover.


Speed 25 feet

Melee 1 action

pulse gauntlet +8 (agile, free-hand, powered, tech), Damage 1d4+3 sonic

Ranged 1 action

aeon rifle +11 (aeon, caster, expend 1, mag 10, range increment 60 feet, reload 1, tech), Damage 1d8+2 fire

Area Fire 1 action

frag grenade (5-foot burst, consumable, range 70 feet, tech), Damage 1d8 piercing (DC 20 basic Reflex save; 1 persistent bleed on critical failure)

Coordinated Fire

After the trooper attempts a Strike against a target (regardless of success or failure), the next attack roll one of the trooper's allies makes against the same target gains a +2 circumstance bonus. If a Strike with a bonus from coordinated fire hits, the target becomes suppressed until the end of the attacking ally's next turn.

Sharpshooter

When the trooper makes a ranged Strike against a target with an AC bonus from lesser or standard cover, they reduce the AC bonus by 1 for that Strike.

Show No Mercy

The trooper gains a +2 circumstance bonus to damage rolls against suppressed targets.