Sihedron Guard Thunderstriker Creature 5

Sihedron Guard thunderstrikers, so named for one of their most common forms of attack, serve as air support for units of Aeon and Sihedron Guards. They bombard enemies with magic and explosives to force their targets out of defensive positions and into firing range for the rest of their squad. They also frequently execute extraction missions, whether getting an important asset to safety or capturing an enemy for interrogation.
Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Sihedron Guard Thunderstriker Creature 5

Image of a sihedron guard thunderstriker
Perception +12 (darkvision)
Languages Azlanti, Common, Vesk
Skills Acrobatics +12, Arcana +13, Athletics +9, Computers +13, Intimidation +11, Piloting +12, Warfare Lore +13
Str +0 Dex +3 Con +0 Int +4 Wis +3 Cha +2
Items advanced aeon rifle (spell gem of thunderstrike [3rd]; tactical undermounted grenade launcher [tactical frag grenade]; 2 tactical batteries), commercial battleglove, commercial Sihedron Guard armor (as commercial Skyfire armor; tactical carbon skin; commercial jetpack)

AC 19
Fort +7
Ref +12
Will +14
HP 55

Speed 25 feet, fly 20 feet (jetpack)
Melee [one-action] battleglove +9 (agileanalogfree-hand), Damage 1d4+10 bludgeoning
Ranged [one-action] aeon rifle +12 (aeoncasterexpend 1mag 35range increment 60 feetreload 1techtracking +1), Damage 2d8+2 fire
Arcane Prepared Spells DC 22, attack +14 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 3rd 2nd 1st Cantrips (3rd)
Launch [one-action] (attack) undermounted frag grenade (10-foot burst, consumable, range 30 feet, tech, tracking +1), Damage 2d8 piercing (DC 23 basic Reflex save; 1d4 persistent bleed on critical failure)
Navigational Spellshape [one-action] (concentratemovespellshape) The aeon guard Flies using their jetpack, tracing arcane sigils through the air with their motion to empower their spells. If the next action the aeon guard uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. In addition, if the spell requires an attack roll or a Reflex save, any targets of the spell that have lesser cover reduce the bonuses they gain from cover by 1 against the spell.

All Creatures in "Aeon Guard"

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.