Sihedron Enforcer Creature 7

Elite Weak Sihedron Enforcer Creature 7

Recall Knowledge DC 24 (includes +2 from Uncommon) 25 (includes +2 from Uncommon) 26 (includes +2 from Uncommon)
Humanoid (Society)
Perception +15 (darkvision)
Languages Azlanti, Common
Skills Acrobatics +15, Athletics +17, Intimidation +17, Survival +13
Str +6 Dex +5 Con +4 Int +3 Wis +2 Cha +3

AC 25
Fort +18
Ref +15
Will +12
HP 135
Aeon Trigger [reaction] Requirements The Sihedron enforcer is wielding their aeon rifle; Trigger A creature within the first range increment of the enforcer's aeon rifle Casts a Spell or Activates a magic item; Effect The Sihedron enforcer makes an aeon rifle Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, that action is disrupted. This Strike doesn't count toward the Sihedron enforcer's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike.

Speed 25 feet
Melee [one-action] battleglove +18 (agileanalogfreehand), Damage 2d4+10 bludgeoning
Ranged [one-action] aeon rifle +18 (aeoncasterexpend 1range increment 60 feetreload 1tech), Damage 2d10+9 fire
Area Fire [one-action] flash grenade (10-foot burstrange 70 feet), Damage dazzled 2 rounds (DC 22 Fortitude save)
Arcane Innate Cantrips (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); Cantrips (4th)
Aeon Precision [one-action] (manipulate) The Sihedron enforcer activates their aeon rifle's experimental seeker mode. Until the end of their next turn, the Sihedron enforcer's aeon rifle Strikes deal an additional 1d10 precision damage and reduce the circumstance bonus to AC that targets gain from cover by 1. These benefits only apply within the weapon's first range increment.

All Creatures in "Aeon Guard"

NameLevelSpoiler
Aeon Guard Trooper3Guilt of the Grave World
Aeon Guard Trooper3
Sihedron Guard Thunderstriker5
Sihedron Surveyor6Tales From the Vast
Aeon Guard Commander7
Lieutenant Cal Gaolius7Tales From the Vast
Sihedron Enforcer7Tales From the Vast
Dominus Xaria Exkruv9Tales From the Vast
Sihedron Commander9Tales From the Vast
Sihedron Guard Specialist11

Aeon Guard

The mighty Azlanti Star Empire maintains authoritarian rule over dozens of subject star systems through the combined military might of its Imperial Fleet and the notorious Aeon Guard. Fiercely loyal and highly trained, Aeon Guards are feared throughout the galaxy; their presence in any star system puts everyone on edge, as it can only mean one thing: the Azlanti Star Empire has staked its claim. Aeon Guards serve as marines aboard the Imperial Fleet's starships, protect imperial installations, quell dissent, crush rebellions, and spearhead invasions into new territories, whether to destroy the enemies of the Aeon Throne or to conquer new territories for the ever-expanding Star Empire. The Aeon Guard traditionally accepts only human citizens of the Azlanti Star Empire among its ranks.

Sihedron Guard

Over multiple decades, the high priest of Lissala, Ishmerai Ophir, secretly trained a new force that he would eventually use to overthrow the Aeon Throne and take command of the Azlanti Star Empire: Sihedron Guards. Raised on brutal “mission worlds” and trained to obey Ishmerai and Lissala above all others, these troops were an essential component of Ishmerai's coup. In some places throughout the empire where loyalists to the old ruling Ixomander family remain, Aeon and Sihedron Guards fight against one another. However, most Aeon Guards have fallen in line with Ishmerai, and even high-ranking Aeon Guards bow to the authority of the mighty Sihedron Guard.

Geared-Up Aeon Guards

The Aeon and Sihedron Guards presented here are outfitted for generic engagements with typical enemies, such as Veskarium soldiers or rebels at the fringes of the empire. However, the Azlanti Star Empire has vast resources, and its forces can afford nearly any item suitable to the environment, terrain, or enemies they're dispatched to contend with. Use the following suggestions to customize Aeon and Sihedron Guards to suit the needs of your campaign. In general, when adding items and upgrades, it's best to use the creature building guidelines and the Safe Items table to avoid creating an imbalance in the amount of gear you award to the PCs when they encounter these guards.
  • Replace the Aeon or Sihedron Guard's grenades (or other weapons) with an equal number of grenades of another type that's more suitable to their role, such as electromag grenades for Aeon Guards sent to suppress a robot uprising.
  • Add environmental protection armor upgrades to the Aeon or Sihedron Guard's armor that are suitable to the area.
  • Add augmentations such as gill sheaths or ultralight wings to allow the Aeon or Sihedron Guard to exist (and fight) more comfortably in a variety of environments. Because augmentations can't be removed and reinstalled, you can safely add augmentations to an enemy without unbalancing the encounter's rewards; just remember not to make the enemies too powerful!
  • Give the Aeon or Sihedron Guard more consumable items to represent a specific combat role, such as hypopens, serums, and other medical items for a medic.