Aeon Guard Commander Creature 7

Aeon Guard commanders are trained to lead from the front, using relatively short-range firearms and extraordinary skill with their dueling swords to press the advantage up close while motivating the rest of their unit to close in. Aeon Guard commanders are dispatched whenever there's a need to end a battle quickly and decisively.
Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Aeon Guard Commander Creature 7

Image of an aeon guard commander
Perception +16 (darkvision)
Languages Azlanti, Common, Vesk
Skills Acrobatics +13, Athletics +17, Deception +16, Diplomacy +16, Intimidation +16, Society +11, Stealth +13, Warfare Lore +11
Str +4 Dex +2 Con +2 Int +0 Wis +3 Cha +3
Items tactical Aeon Guard armor, advanced boom pistol (2 tactical batteries), advanced dueling sword, tactical frag grenades (2)

AC 24
Fort +13
Ref +11
Will +16
HP 115
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] dueling sword +18 (analogtracking +1versatile p), Damage 2d8+7 slashing
Ranged [one-action] boom pistol +16 (boost d6expend 2mag 20range increment 40 feetreload 1techtracking +1), Damage 2d6+3 sonic
Area Fire [one-action] frag grenade (10-foot burstconsumablerange 70 feettechtracking +1), Damage 2d8 piercing (DC 25 basic Reflex save; 1d4 persistent bleed on critical failure)
Rally the Troops [two-actions] (auditoryconcentratemental) The commander issues an order for their allies to regroup. All Aeon Guard allies within 120 feet of the commander can use a reaction to Stride up to their Speed. Any Aeon Guards who end their movement adjacent to another Aeon Guard gain 5 temporary Hit Points that last 1 minute, or double that number of temporary Hit Points if they end their movement adjacent to the commander. The commander can't Rally the Troops again for 1d4 rounds.
Tactical Strike [one-action] (auditorymental) Frequency once per round; Effect The commander calls out an enemy within 60 feet then makes a Strike against that enemy, dealing an additional 1d6 precision damage on a hit. If the Strike hits, the commander changes the tide of the battle, inspiring their allies to greater feats of military prowess. All Aeon Guard allies within 60 feet of the commander gain a +1 status bonus to attack and damage rolls until the beginning of the commander's next turn.
Terrifying Takedown [free-action] (emotionfearmental) Trigger The commander reduces an enemy to 0 Hit Points or critically hits an enemy with a Strike; Effect The commander makes a gruesome spectacle of their brutal hit. They attempt an Intimidation check to Demoralize all enemies within 30 feet.

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.