Archives of Nethys

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Template Grafts | Universal Monster Rules

Aeon Guard

Source Alien Archive pg. 6
The powerful Azlanti Star Empire maintains its hold on its subject systems through the might of its military, which is divided into two arms: the Imperial Fleet and the Aeon Guard. Aeon Guards are the elite infantry of the Star Empire; they serve as marines aboard the warships of the Imperial Fleet, protect imperial government and military installations, quell dissent and crush rebellions, and spearhead invasions to conquer and occupy new territories for the Star Empire.

Aeon Guards swear personal oaths of loyalty to the Aeon Throne, and only death in service to the empire can release them from their duty. Only humans are accepted into the ranks of the Aeon Guard, and all of them must be paragons of the Azlanti race.

Aeon Guards are readily identifiable by their distinctive armor, which incorporates the magic of the empire’s legendary aeon stones, and many are given cybernetic and biotechnological augmentations in addition to their standard-issue gear. The Aeon Guard stat block on page 6 represents a rank-and-file trooper who can be found almost anywhere within the Azlanti Star Empire or on one of its starships. Aeon Guard specialists are capable of operating for weeks or even months at a time with little or no support, carrying out secretive missions of espionage, infiltration, reconnaissance, or sabotage.

Aliens in the "Aeon Guard" Family

Aeon Guard3
Aeon Guard Specialist7

Aeon Guard, Aeon Guard Specialist

Source Alien Archive pg. 6

Aeon Guard Specialist CR 7

XP 3,200
Azlanti operative
LE Medium humanoid (human)
Init +8; Senses blindsense (emotion) 60 ft., darkvision 60 ft., low-light vision; Perception +15


HP 102
EAC 22; KAC 23
Fort +9; Ref +9; Will +10; +2 vs. disease and poison
Defensive Abilities evasion, uncanny agility; DR 5/—; Resistances acid 5


Speed 40 ft., fly 30 ft. (jetpack, average)
Melee tactical knife +13 (2d4+9 S)
Ranged AG accelerator rifle +15 (3d4+7 P) or corona laser pistol +15 (2d4+7 F; critical 1d4 burn)
Offensive Abilities debilitating trick, trick attack +4d8


STR +1; DEX +5; CON +1; INT +4; WIS +2; CHA +1
Skills Acrobatics +20, Athletics +15, Computers +20, Piloting +15, Profession (soldier) +15, Stealth +20
Languages Azlanti, Common, 4 additional languages
Other Abilities operative exploits (cloaking field), specialization (ghost)
Gear AG SpecOps armor (clear spindle aeon stone, deflective reinforcement, filtered rebreather, jetpack, purple sphere aeon stone), AG accelerator rifle, corona laser pistol, tactical knife, efficient bandolier (200 longarm rounds and 2 ultracapacity batteries)


Environment any (Azlanti Star Empire)
Organization solitary, pair, strike team (1 Aeon Guard specialist plus 7–12 Aeon Guards), or troop (1 Aeon Guard specialist plus 21–48 Aeon Guards)