SW5E NPC Statblocks

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SW5E NPC Statblocks


Bandit

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 12 (combat suit)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 1/8 (25 XP)

Actions

Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) energy damage.


Bandit Captain

Medium humanoid (any race), any non-lawful alignment


  • Armor Class 15 (heavy combat suit)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Challenge 2 (450 XP)

Actions

Multiattack. The captain makes three attacks: two with its vibroknuckler and one with its vibrodagger. Or the captain makes two ranged attacks with its vibrodaggers.

Vibroknuckler. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.

Vibrodagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.


Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

NPC Statblocks

Commoner

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Guard

Medium humanoid (any race), any alignment


  • Armor Class 16 (light battle armor, medium shield generator)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Galactic Basic)
  • Challenge 1/8 (25 XP)

Actions

Vibrospear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack.

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) energy damage.


Jedi Knight

Medium humanoid (any race), any non-dark alignment


  • Armor Class 16 (battle armor)
  • Hit Points 72 (9d10 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 15 (+2) 17 (+3) 11 (+0)

  • Saving Throws Dex +5, Cha +3
  • Skills Acrobatics +5, Insight +6
  • Senses passive Perception 13
  • Languages any four languages
  • Challenge 8 (3,900 XP)

Forcecasting. The Jedi Knight is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks). It has the following force powers available, using its 27 force points:

At-will: Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect, Saber Throw, Saber Ward, Turbulence

1st level: Cloud Mind, Force Jump, Force Propel

2nd level: Force Confusion, Force Throw, Force Barrier

3rd level: Aura of Vigor, Force Repulse

4th level: Force Immunity, Freedom of Movement


Actions

Multiattack. The Jedi Knight makes two melee attacks with its lightsaber, or two force attacks.

Martial Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 1d6 + 3) energy damage, or 11 (1d10 + 1d6 + 3) energy damage if used with two hands to make a melee attack.


Jedi Master

Medium humanoid (any race), any non-dark alignment


  • Armor Class 16 (battle armor)
  • Hit Points 225 (25d12 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 15 (+2) 17 (+3) 11 (+0)

  • Saving Throws Dex +7, Cha +4
  • Skills Acrobatics +7, Insight +7
  • Senses passive Perception 13
  • Languages any four languages
  • Challenge 12 (8,400 XP)

Forcecasting. The Jedi Master is a 12th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks). It has the following force powers available, using its 36 force points:

At-will: Burst, Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect, Saber Throw, Saber Ward, Turbulence

1st level: Cloud Mind, Force Jump, Force Propel

2nd level: Battle Meditation, Force Confusion, Force Throw, Force Barrier

3rd level: Aura of Vigor, Force Repulse

4th level: Force Immunity, Freedom of Movement

5th level: Force Breach, Telekinesis


Actions

Multiattack. The Jedi Master makes two melee attacks with its lightsaber, or two force attacks.

Martial Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) energy damage, or 12 (1d10 + 1d8 + 3) energy damage if used with two hands to make a melee attack.

NPC Statblocks

Jedi Padawan

Medium humanoid (any race), any non-dark alignment


  • Armor Class 13
  • Hit Points 20 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 11 (+0)

  • Saving Throws Dex +3, Cha +2
  • Skills Acrobatics +3, Piloting +2
  • Senses passive Perception 12
  • Languages any one language (usually Galactic Basic)
  • Challenge 2 (450 XP)

Forcecasting. The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 12, +4 to hit with force attacks). It has the following force powers available, using its 12 force points:

At-will: Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect

1st level: Cloud Mind, Force Jump, Force Propel, Sense Force

2nd level: Battle Meditation, Force Throw


Actions

Lightsaber. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) energy damage, or 4 (1d8) energy damage if used with two hands to make a melee attack.


MANDALORIAN (DEATHWATCH)

Medium human, any non-lawful alignment


  • Armor Class 19 (Beskar armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Dex +7, Int +5
  • Skills Acrobatics +7, Athletics +4, Intimidation +4, Perception +4
  • Damage Resistances kinetic
  • Senses passive Perception 14
  • Languages Galactic Basic, Mando’a
  • Challenge 8 (3,900 XP)

Brutal Attack. During its first turn, the Mandalorian has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Mandalorian scores against a surprised enemy is a critical hit.

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

Sneak Attack. Once per turn, the Mandalorian deals an extra 14 (4d6) 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 Mandalorian that isn’t incapacitated and the Mandalorian doesn’t have disadvantage on the roll.


Actions

Multiattack. The Mandalorian makes two melee attacks or two ranged attacks.

Vibrodagger. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 (1d4) kinetic damage. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.

Blaster Rifle Burst. All creatures in a 10-ft. cube within range of the blaster (100 ft.) must make a Dexterity saving throw (DC 15). If a creatures fails the saving throw, it takes 7 (1d8 + 3) kinetic damage. If it succeeds, it takes half damage. If the targeted cube is between 100 - 400 ft. of the Mandalorian, the saving throw is made with advantage.

Whistling Birds (1/Day). All creatures within a 10-ft. radius must make a Dexterity saving throw (DC 15). On a failure, the creature takes 4 (1d8) kinetic damage and drops prone. On a success, it takes 4 (1d8) kinetic damage but stays upright.

Flame Spray (1/Day). All creatures within a 10 ft. cone must make a Constitution saving throw (DC 15). On a failure, the creature takes 24 (8d6) fire damage. On a success, the creature takes half damage.


Scout

Medium humanoid (any race), any alignment


  • Armor Class 13 (combat suit)
  • Hit Points 16 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages any one language (usually Galactic Basic)
  • Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage.


Thug

Medium humanoid (any race), any non-good alignment


  • Armor Class 11 (combat suit)
  • Hit Points 32 (5d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 1/2 (100 XP)

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


Actions

Multiattack. The thug makes two melee attacks.

Vibromace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage.


 

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