The Utinimate Jawa Compendium

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The Utinimate Jawa Compendium

Jawa Alchemist

Small humanoid (jawa), chaotic balanced


  • Armor Class 15 (fiber armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 15 (+2) 16 (+3) 9 (-1) 8 (-1)

  • Saving Throws Dex +5
  • Skills Lore +5, Technology +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 2 (450 XP)

Apothecary. As a bonus action the jawa can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the jawa has resistance to the chosen damage type. Additionally, the jawa is proficient with a poisoner’s kit.

Pack Tactics. The jawa alchemist has advantage on an attack roll against a target if at least one of the alchemist’s allies is within 5 feet of the target and the ally isn’t incapacitated.

Actions

Multiattack. The jawa makes two weapon attacks.

Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage plus 5 (2d4) poison damage.

Vibrodart. Ranged Weapon Attack: +5 to hit, range 20/60, one target. Hit: 5 (1d4+3) kinetic damage plus 5 (2d4) poison damage.

Alchemical Protection. The jawa chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the jawa can grant resistance to the damage type currently in effect for its Apothecary trait.

Explosive Chems (Recharge 5 or 6). The jawa throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.


Jawa Chieftain

Small humanoid (jawa), chaotic balanced


  • Armor Class 17 (fiber armor and medium shield)
  • Hit Points 82 (15d6 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +5, Cha +4
  • Skills Intimidation +6, Stealth +5
  • Condition Immunities charmed and frightened
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The jawa chieftain makes two weapon attacks.

Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Ion Rifle. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 6 (1d6+3) kinetic damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Inspiring Presence (1/rest). The chieftain chooses up to six allied jawa it can see within 30 feet. For the next minute, the jawa gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.

Reactions

Springspike Shield (5/day). When the jawa chieftain is hit by a melee attack within 5 feet, the jawa chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) kinetic damage plus 3 (1d6) poison damage.



Jawa Gadgeteer

Small humanoid (jawa), chaotic balanced


  • Armor Class 14 (combat suit)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 3 (700 XP)

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The gadgeteer has advantage on attack rolls against a creature if at least one of the gadgeteer's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Tinker's Tools. The jawa gadgeteer has proficiency with tinker's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.

Traps and Snares. The jawa gadgeteer excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With tinker's tools and basic construction materials, a gadgeteer can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.

Choke Bomb. This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.

Shocking Sliver. An electrified sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) kinetic damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.

Skullpopper. This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) kinetic damage.

Slingsnare. A concealed loop of fibercord or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.

Actions

Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.

Slugthrower. Ranged Weapon Attack: +5 to hit, range 100/400, one target. Hit: 7 (1d8+3) kinetic damage and the target must make a DC 13 Constitution saving throw or take 7 (2d6) poison damage. A creature takes half of the poison damage on a success.

Shredder (Recharge 6). The jawa gadgeteer primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) kinetic damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) kinetic damage.

Stunner (1/day). The target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The gadgeteer has advantage on the attack roll if the target is wearing metal armor or is a droid. A stunner is a bola made of vibrocord, magnets, and static electricity capacitors. A jawa gadgeteer can recharge it during a long rest.

GADGETEER NEEDS GADGETS!

The gadgeteer falls between CR 3 and 4, depending on how many traps PCs fall into before they corner him. For 1 or 2 traps, assume CR 3. For 4 or more, use CR 4. Make sure to put the gadgeteer to work!



Jawa Scattershot

Small humanoid (jawa), chaotic balanced


  • Armor Class 15 (fiber armor)
  • Hit Points 40 (9d6 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Stealth +6
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 5 (1,800 XP)

Avoidance. If the jawa is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Back Blast. When a creature fails a saving throw against the burst or rapid property of a weapon the jawa controls, it can apply Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The jawa has advantage on an attack roll against a target if at least one of the jawa's allies is within 5 feet of the target and the ally isn’t incapacitated.

Sneak Attack (1/turn). The jawa deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jawa that isn't incapacitated and the jawa doesn't have disadvantage on the attack roll.

Upper Hand. When the Jawa applies its Sneak Attack damage to a target, it can choose to forgo two of its Sneak Attack dice to perform an Upper Hand Technique. It can choose from the following options:

Brutal Hit. The Jawa attempts to knock the target prone while within 15 feet of it. The target must make a DC 13 Strength saving throw or be knocked prone.

Low Blow. The Jawa attempts to stun the target while within 15 feet of it. The target must make a DC 13 Constitution saving throw or be stunned until the start of its next turn.

Shank Shot. The Jawa attempts to hamper the target while within 15 feet of it. The target must make a DC 13 Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

Actions

Scattergun. Ranged Weapon Attack: +6 to hit, range 20/80, one target. Hit: 10 (2d6+3) kinetic damage.

Scattergun Burst. The jawa sprays a 10-foot-cube area within normal range of its scattergun with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Reactions

Sleight of Foot. When a creature moves to within 5 feet of the jawa, it can use its reaction to move up to half its speed away from the creature without provoking opportunity attacks. It must end this movement further from the creature than it started.


Jawa Saber Adept

Small humanoid (jawa), chaotic balanced


  • Armor Class 16 (fiber armor)
  • Hit Points 104 (16d6 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Saving Throws Dex +7, Con +6, Wis +3, Cha +4
  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 6 (2,300 XP)

Innate Forcecasting. The jawa adept's innate forcecasting ability is Charisma (power save DC 13). It can innately cast the following spells:

At will: project

1/day: knight speed

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Tiny Terror (1/round). As a bonus action immediately after making a successful melee attack, a jawa adept can cast project at the same target.

Actions

Multiattack. The jawa adept makes three doubleshoto attacks.

Doubleshoto. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) energy damage.

Reactions

Utini Houdini. An adept can cast project as a reaction when it is hit by a ranged weapon attack.


Jawa Squadwa

Huge squad of small humanoids (jawa), chaotic balanced


  • Armor Class 13 (unarmored)
  • Hit Points 150 (20d12 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Saving Throws Dex +5, Int +4
  • Skills Stealth +5
  • Damage Immunities poison
  • Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Jawaese, Understands but cannot speak Galactic Basic
  • Challenge 5 (1,800 XP)

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Small humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The squad makes four ion pistol attacks, or two ion pistol attacks if it has half its hit points or fewer.

Ion Pistol. Ranged Weapon Attack: +5 to hit, range 40/160, one target. Hit: 4 (1d4+2) kinetic damage.

Ion Grenade (3/day). The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 2d4 ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

Massed Fire. The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 20 (8d4) ion damage, or 10 (4d4) ion damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

 

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