Xenowarden Greenhorn
Level 1 Alien Core recruit of the Xenowardens' Greenguards militia, trained in tight-knit units. Wields nano-edge rapier (1d6+3 piercing, deadly d8, disarm), knife (1d4+3 piercing,...
Alien Core creature. Level 1 common creature. Senses: none. The Greenguards are an elite combat unit of Xenowardens known for their nature magic, often dispatched to sites of extreme ecological upheaval. New recruits to the Greenguards are given the rank of “root” but are colloquially called “greenhorns.” Xenowarden greenhorns train extensively in tight-knit units.
Level 1
AC 15 · Fort +7 · Ref +7 · Will +4 · HP 20 · Perception +4
Str +3 · Dex +2 · Con +2 · Int +0 · Wis +1 · Cha +1
Speed 25 feet · Skills Acrobatics +5, Athletics +6, Nature +4, Xenowarden Lore +3 · Senses none · Languages Castrovelian, Common
Actions
- Nano Edge rapier Melee +7, 1d6+3 piercing (analog, deadly d8, disarm, finesse)
- Knife Melee +7, 1d4+3 piercing (agile, analog, finesse, versatile S)
- Arc pistol Ranged +7, 1d4 electricity (arc, expend 2, mag 10, range increment 30 feet, reload 1, tech)
- Knife Ranged +7, 1d4+3 piercing (agile, analog, thrown 10 feet, versatile S)
Abilities
- Grown Together: see Alien Core stat block for full rules text.
- Resistances: [object Object].
- Weaknesses: [object Object].
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