Clad in strange armor this hulking orange skinned humanoid reaches out to your with its inhuman claws.


Xenarthani Foot Soldier (CR 1/2; XP 200)
Male xenarthani fighter 1
N Medium monstrous humanoid (extraterrestrial)
Init -1; Senses darkvision 60 ft.; Perception +2
AC 14, touch 9, flat-footed 14
(5 armor, -1 Dex)
hp 12 (1d10+2)
Fort +4, Ref -1, Will +2; -2 vs. disease, charm, compulsion
Defensive Abilities ancient foe (fey), stubborn
Speed 20 ft.; rolling charge 90 ft.
Melee 2 claws +4 (1d4+3)
Ranged xenarthani rifle +0 (2d6); touch [20]
Str 17, Dex 8, Con 14, Int 12, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 13
Feats Far Shot, Point Blank Shot, Technologist
Skills Craft (weapon) +5, Knowledge (engineering) +5, Profession (commando) +6; Racial Modifiers +2 to Appraise technological items
Languages Common, Xenarch
SQ conscript, weapon familiarity (xenarthani only)
Environment void
Organization solitary, gang (2–4), squad (11–20 plus 2 sergeants of 3rd level and 1 leader of 3rd–6th level)
Treasure NPC gear (armadillo armor, xenarthani rifle; other treasure)

Xenarthani are exterrestial aliens who share some features with native armdillos. They possess advanced weaponry and travel the void of space in vast starships.

Xenarthan Racial Characteristics (12 RP)
Xenarthani are defined by their class levels—they do not possess racial Hit Dice. All xenarthani have the following racial traits.

  • +2 Strength, +2 Wisdom, -2 Dexterity: Xenarthani are strong and a sharp judge of character but lumbering an often inflexible.
  • Monstrous Humanoid: Xenarthani are monstrous humanoids with the extraterrestrial subtype.
  • Medium: Xenarthani are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: Xenarthani have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Xenarthani can see in the dark up to 60 feet.
  • Ancient Foe: The xenarthani are mortal enemies of the femanx, they gain a +2 dodge bonus to AC against fey and a +2 racial bonus on combat maneuver checks made to grapple fey.
  • Claws: Xenarthani receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
  • Conscript: Xenarthani acting in the service of their race may procure technological armor, cybertech, and weapons at 1/100th the normal cost. This material is on-loan to the xenarthani from its government and must be returned upon death.
  • Futurist: Xenarthani gain a +2 bonus on Appraise checks to determine the price of technological items.
  • Stubborn: Xenarthani gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a xenarthani fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the xenarthani has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
  • Technologist: Xenarthani possess Technologist as a bonus feat.
  • Weapon Familiarity: Xenarthani cannot wield normal weapons. They do not gain weapon proficiencies from their chosen class but use any weapon with the word “xenarthani” in it.
  • Languages: Xenarthani begin play speaking Xenarch. Xenarthani with high Intelligence scores can choose from the following: Common, Elven, Femanx, or Orcish.

On Porphyra
Xenarthani come to the Patchwork planet to wage war on the femanx of the Advent Imperiax for some ancient slight leveled against them.

See Also