Marooned One

Marooned One

CR 8

XP 4,800

NE Medium undead

Init +4; Senses blindsight (life) 60 ft., darkvision 60 ft.; Perception +16


HP 115

EAC 23; KAC 25

Fort +11; Ref +7; Will +13

Immunities undead immunities


Speed 30 ft.

Melee tactical knife +17 (2d4+10 S)

Ranged advanced semi-auto pistol +15 (2d6+8 P)

Offensive Abilities strangle


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

Skills Computers +21, Culture +16, Engineering +21 (+26 to disable life-support systems), Stealth +21, Survival +16

Languages Common, 1 other language known in life

Other Abilities sabotage life support

Gear kasatha microcord III, advanced semi-auto pistol with 30 small arm rounds, tactical knife


Environment any

Organization solitary or desolation (2–5)

Special Abilities

Sabotage Life Support (Ex) A marooned one gains a +5 bonus to Engineering checks to disable a device that provides life support.

Strangle (Su) When a marooned one succeeds at a grapple combat maneuver, the target must attempt a DC 18 Fortitude save. If the target fails, it takes 1d12+10 bludgeoning damage and 1d4 Constitution damage; if it succeeds, it takes half the bludgeoning damage and negates the Constitution damage.

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