Maraquoi | Aliens | SFRPG SRD | Glasstop Games

Maraquoi

Maraquoi Hunter

CR 1/2

XP 200

NG Medium humanoid (maraquoi)

Init +4; Senses low-light vision, blindsense (sound) 30 ft.; Perception +4

Defense

HP 13

EAC 10; KAC 12

Fort +2; Ref +1; Will +2

Offense

Speed 30 ft., climb 20 ft.

Melee tactical spear +6 (1d6+2 P)

Ranged pulsecaster rifle +3 (1d6 E)

Statistics

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

Skills Athletics +4 (+12 when climbing), Stealth +4, Survival +9

Languages Common, Maraquoi

Gear pulsecaster rifle with 2 batteries (20 charges each), tactical spear

Ecology

Environment any

Organization solitary, hunt (2–4), or warband (4–12 plus 1 maraquoi shaman)

Maraquoi Shaman

CR 8

XP 4,800

Maraquoi mystic

NG Medium humanoid (maraquoi)

Init +0; Senses low-light vision, blindsense (sound) 30 ft.; Perception +16

Defense

HP 105; RP 4

EAC 19; KAC 20

Fort +7; Ref +7; Will +11

Offense

Speed 30 ft., climb 20 ft.

Melee sentinel spear +15 (2d6+9 P)

Ranged sentinel spear +13 (2d6+9 P)

Mystic Spell-Like Abilities (CL 8th) At will—mindlink, telepathic bond

Mystic Spells Known (CL 8th) 3rd (3/day)—dispel magic, mystic cure 2nd (6/day)—force blast (DC 19), in ict pain (DC 19), lesser restoration, remove condition 1st (at will)—charm person (DC 18), lesser remove condition

Connection healer

Statistics

Str +1; Dex +0; Con +4; Int +1; Wis +6; Cha +2

Skills Diplomacy +16, Medicine +21, Mysticism +21

Languages Common, Maraquoi

Other Abilities healer’s bond, healing channel (6d8), lifelink (8 HP)

Gear d-suit II, sentinel spear

Ecology

Environment any

Organization solitary or warband (1 plus 4–12 maraquoi hunters)

This page contains Open Game Content used under the Open Game License (OGL).