Fisto's Codex

by legobis

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Fisto's Codex

Fisto's Codex

Credits:

I've done most general layout work using Galiphile's template for SW5E, along with descriptions (usually, mostly from Wookipedia) and all Lair information. The specific monster blocks were created or inspired by those listed below (often with modifications from me, and often with collaboration on the discord). If I've missed anyone or gotten something wrong, please let me know. I'll keep this page updated even as things move into the official Scum & Villainy guide. Also, Cudo's to OffWorldHero for doing a lot of the art cut-outs to make this book look so good, and LordFontijn for code-fixes.


Art Credits

u/Thornefield -

Sith Warrior

Mavid Finklebottom -

Combat Engineer Combat Engineer, Junior Dark Aspirant

Statblock Credits

Aeryn -

Voxyn AAT Imperial Knights T'landa Til Yammosk FireBreather
Jensaarai Smugglers Black Sun Vigo Black Sun HRD Noghri Lethal Assassin Armstech Specialist
Jedi Padawans Jedi Knights Jedi Chosen One Jedi Vaapad Master Jedi Grand Master Dark Acolyte
Master Tactician Jedi Infiltrator KelDor Jedi Baron Administrator First Order Warlord Galactic Senator
Killiks Nightsisters Zuckuss

Aziz -

Combat Engineer Droid Tank DSD1 Spider Droid Junk Droids Super Tactical Droid Repair Droid
Sith Necromancer Sith Zombies War Wyrm Leviathan Sea Leviathan Basilisk War Droid

BaelishPasta -

Anooba Wampas Orbalisk Mynock Shyracks Ysalimir
Hssiss Krayt Dragons Kaleesh Tuk'ata Terentatek Wraid
Pelko Bugs K'lor'slug Ronto Imperial Guards Knobby White Spider Lylek

cascadecascade -

Legendary Mandalorian

Collian Andor -

Mad Scientist Lab-Tech Senior Scientist Researcher

Dangerous Video -

MagnaGuard Sentinel

darthrevan1128 -

AT-DP AT-PT Sapper Trroper Field Medic Trooper

Drake Ryzer -

Mandalorians

Fordragon -

Flutterplume

fynikz -

Officer, Junior Officer, Senior Combat Engineer, Junior Explosives Expert Field Medic

Steev Palpatine / Galiphile -

Acklays Banthas Dewbacks Trooper Trooper Captain Demolitions Trooper
Flame Trooper Headhunter Trooper Heavy Trooper Jetpack Trooper Scout Trooper Vehicles
Probe Droids 3PO Series Droid Kaadu Reeks Rancors C1-Series Astromech
Porgs Kowakian Monkey-Lizard Varactyls Destroyer Droids HK-47 IG Assassin Droids
Gundark Alpha Most of Appendix B B-1 Droids B-2 Droids BX Droids Tusken Raiders

Hawk1113 -

Cyborg Khagan

illegalman -

Sith Mastermind Sith Cyborg Yuuzhan Vong

Jahn Wang -

Gonk Droids

Jawa -

Trandoshans

Helcack -

Salvagers

Rick Fisto / Legobis -

Abeloth Awakened Plants SD-K4 Assasin Droid Probe Killers BT-1
BB-Series Astromech R2-Series Astromech Battle Droid Squad Grapple Droideka Cantina Brawl
Crowd Dark Force Spirit Death Troopers Adolescent Dianoga Droid Star Fighters
NR-N99 Droid Tank Emperor's Hand Exogorth Force Storm Squad of Troopers
Shore Trooper Sniper Trooper Mounted Troopers AT-TE TX-225A Occupier Tank
Grand Admiral Hutts Imperial Security Bureau Inquisitorious Jawas
Jedi Commander Jedi Ronin Jedi Younling Mole Serpent Mistryl Shadow Guards
3PO with 000 Protocol Re-Programmed LOM Dwarf Rathtar Sando Aqua Monster Sarlacc
Security Droids Sith Blademaster Sith Duelist Speeders Tracker Droids
DF.9 Turret E-WEB 1.4 FD Turret Sentry Gun Sonic Cannon
Vesuvague Tree Womp Rats Wookiees World Devastator Swarm of Ysalimiri
Legend. Enhanced Hunter

LordFontijn -

Kell Dragon

Mishy -

Gamorrean Minion Gamorrean Warrior Excavation Droid

nate_ndo -

Aiwha Aryx Battle Hydra Blurrg Boar Wolf
Bog Wings Bor Gullet Clod Hopper Condor Dragon Adult Dianoga Dragonsnake
Eopies Ewok Ponies Energy Spiders Fambaa Fathier Fexian Skullborer
Fyrnock Geejaw Ghest Gizka Gorax Gundarks
Gutkurr Hawk-bat Vornskr Worrt Wyyyschokk

Noxlux013 -

B'omarr Monks Rock Wart Scurrier Security Officer Cargo Skiff

Nozzi-chan -

Geonosians

Nusaka -

Jedi Padawan Urchin Jedi Knight Rebel Jedi Knight Survivor Jedi Master Rebel Imperial Admiral Sith Triumverate
Sith'ari Sith Usurper Bendu Bogan Ewoks

Overworldgaming -

The Ones

Ramz-E -

Flesh Raiders Dark Aspirant

Reggy the Hutt -

Medical Droid

Saintdane -

T-Series Tactical Droid

zheadings -

Brain Worm Gamorrean Guard Yorki-Kul Slave Soldier Ambush Master Jedi Focused Adept Jedi Combat Healer
Aquatic Jedi Master Augmented Wookiee Shistavanen Assault Specialist Jedi Redeemer Clone Commandos

Aspects of the Force:

The Ashla, the Bogan, and the Bendu

Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and fulfilled his moniker well, never reaching out to influence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him.

Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacrifice, and other positive emotions. For the most part, the Jedi simply referred to this as the Force.

Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when unaffiliated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.

Bendu

Personality & Traits. Bendu was a wise and enigmatic being which resembled a giant rocky monolith with two eyes, a flat nose, and a long beard. He was a powerful entity who could control nature, including the krykna spiders of Atollon. Bendu could also sense the presence of other Force-wielders from a distance. He was a wise and patient teacher who believed that other Force-sensitive beings needed to learn to overcome their fears and imbalances through personal trials.

Powers & Abilities An immensely powerful being who possessed incredible connections to the Force and could perceive the emotions of others, he also had the power to appear and disappear at will.

The exact nature of the Bendu remains a mystery, but whether he is an exceptionally potent wielder of the Force or a literal avatar of its many mysteries, the possibility of other beings like him existing should not be overlooked. A Bogan who represents the cruel, the cold and the hateful dark side, and an Ashla standing for the compassionate, the warm, the serene light side.

Using the Ashla and the Bogan

Since these two beings are purely theoretical, a DM has a great amount of creative freedom in how they choose to implement them into a campaign, and the actual forms they take can vary just as widely.

In another time, before the Bendu became a recluse, he first strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a different turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War.

The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what conflict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature.

If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the fight will take place.

Dai Bendu

The Order of Dai Bendu, also known as the Bendu, was one of the many ancient and semi-legendary organizations that studied the Force and the midi-chlorians in the Early Hyperspace Age, prior to the birth of the Galactic Republic on Coruscant. While the Order originated on the world of Thape, it thrived in the Andobi Mountains of the snowy planet Ando Prime.

In 36,453 BBY, a group of Bendu monks were brought to the planet of Tython, where they encountered other Force-sensitive groups and took part in the establishment of the Je'daii Order. A number of elements and symbols borrowed from the Dai Bendu made their way into the Je'daii Order and its successor, the Holy Order of the Jedi Knights.

Although the Order of Dai Bendu still existed in the waning days of the Republic, its tenets were poorly understood and its involvement with the birth of the Je'daii Order had been mostly forgotten, even in the scientific circles. Some historians of that time theorized that the Bendu monks were the original incarnation of the Jedi, but lacked solid proofs to back up their claim. Only a few individuals, including the Sith Lord Darth Plagueis, possessed texts pertaining to the ancient Dai Bendu.



The Ashla

Huge force-entity, lawful light


  • Armor Class 19 (natural armor)
  • Hit Points 276 (24d12+120)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 20 (+5) 24 (+7) 16 (+3)

  • Saving Throws Str +12, Dex +14, Con +13, Wis +15, Cha +11
  • Skills Insight +15, Lore +13, Nature +15, Perception +15, Persuasion +11
  • Damage Resistances lightning, psychic
  • Damage Immunities necrotic, poison; kinetic and energy damage from unenhanced attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses truesight 120 feet
  • Languages All
  • Challenge 25 (75,000 XP)

Innate Forcecasting. The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the following force powers:

At will: force push/pull, force sight, force throw, project, sense force, sever force
3/day each: force project, force suppression, sanctuary, telekinesis, telekinetic burst
1/day each: improved force camouflage, master revitalize, stasis field, wall of light

Legendary Resistance (3/day). If the Ashla fails a saving throw, it can choose to succeed instead.

Limited Force Immunity. The Ashla is immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

Radiance. As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this effect is immune to this ability for 24 hours.

Radiant Attacks. The Ashla's attacks are considered enhanced.

Actions

Multiattack. The Ashla makes three unarmed strikes, or it uses its light of the force and makes an unarmed strike.

Unarmed Strikes. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) kinetic damage plus 13 (3d8) force damage.

Light of the Force. The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save.

Grace of the Ashla. The Ashla targets a creature within 60 feet and fills it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases affecting it, and if it is frightened, paralyzed, petrified, or stunned, those conditions are ended.

Peace. The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature unaffected by this ability harms an affected target, the effect ends immediately.

Reactions

Shield of the Light. The Ashla adds 8 to its AC against a melee attack that would hit it. If the attack misses because of this reaction, the attacker takes 22 (4d10) force damage.

Legendary Actions

The Ashla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ashla regains spent legendary actions at the start of its turn.

Teleport. The Ashla teleports to a point it can see within 60 feet.

Unarmed Strike. The Ashla makes an unarmed strike.

Innate Forcepower (Costs 2 Actions). The Ashla casts an innate force power.

Peace (Costs 3 Actions). The Ashla uses its Peace action.



The Bendu

Huge force-entity, balanced


  • Armor Class 20 (natural armor)
  • Hit Points 345 (30d12+150)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 16 (+3) 22 (+6) 22 (+6)

  • Saving Throws Str +14, Con +13, Wis +14, Cha +14
  • Skills Athletics +14, Insight +14, Lore +11, Nature +11, Perception +14
  • Damage Immunities lightning, poison, sonic; kinetic, ion, and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened, poisoned
  • Senses Truesight 120ft., passive perception 24
  • Languages All
  • Challenge 25 (75,000 XP)

Charge. If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone.

Enhanced Attacks. The Bendu’s attacks are considered enhanced.

Innate Forcecasting. The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the following force powers:

At will: force push/pull, force sight, force throw, sense emotion, sense force, sever force

3/day each: force repulse, force project, force suppression, sanctuary, telekinesis

1/day each: earthquake, force storm, improved force camouflage, mass animation, precognition

Legendary Resistance (3/day). If the Bendu fails a saving throw, it can choose to succeed instead.

Limited Force Immunity. The Bendu is immune to force powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other force powers and force effects.

Actions

Multiattack. The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack.

Claws. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit 22 (4d8+6) kinetic damage.

Horns. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit 28 (4d10+6) kinetic damage.

Teleport. The Bendu teleports up to 120 feet to an unoccupied space it can see.

Lightning Strike. The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

Legendary Actions

The Bendu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bendu regains spent legendary actions at the start of its turn.

Attack. The bendu makes a claw attack.

Teleport. The Bendu uses its teleport action.

Innate Power. The Bendu casts an at will force power.



The Bogan

Huge force-entity, chaotic dark


  • Armor Class 20 (natural armor)
  • Hit Points 350 (28d12+168)
  • Speed 30 ft., fly 100 ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 23 (+7) 20 (+5) 16 (+3) 24 (+7)

  • Saving Throws Str +14, Dex +13, Con +15, Wis +11, Cha +15
  • Skills Deception +15, Intimidation +15, Lore +13, Perception +11, Stealth +13
  • Damage Resistances lightning, psychic
  • Damage Immunities cold, necrotic,poison; kinetic and energy damage from unenhanced attacks.
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 100 ft.
  • Languages All
  • Challenge 25 (75,000 XP)

Born of the Dark side. The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.

Enhanced Attacks. The Bogan's attacks are enhanced.

Flyby. The Bogan does not provoke attacks of opportunity while flying.

Innate Forcecasting. The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers:
At will: darkness, enfeeble, feedback, force push/pull, force throw, sever force, wound
3/day each: crush, fear, force lightning, force suppression, improved force scream
1/day each: death field, improved force camouflage, rage, ruin

Legendary Resistance (3/day). If the Bogan fails a saving throw, it can choose to succeed instead.

Limited Force Immunity. The Bogan immune to powers of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other powers and force effects.

Actions

Multiattack. The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (4d10+6) kinetic damage.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) slashing damage and the target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is flying. Claws grappling a creature can’t attack any other creature.

Wing. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (4d8+6) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone.

Blade of the Darksider. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) kinetic damage, or 17 (2d10+6) kinetic damage if used with two hands, plus 27 (6d8) force damage.

Legendary Actions

The Bogan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bogan regains spent legendary actions at the start of its turn.

Hide. The Bogan takes the Hide action.

Teleport. The Bogan teleports to a location it can see within 100 feet of it.

Shroud (Costs 2 Actions). The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn.

Innate Power (Costs 2 Actions.) The Bogan casts an innate power.

Assassin Droids

SD-K4 Assassin Droid

The SD-K4 assassin droid, also known as the assassin probe, is a model of assassin droid manufactured by the Techno Union. Used by the Confederacy of Independent Systems during the Clone Wars, it was also referred to as the Separatist assassin probe and Separatist assassin droid.

The SD-K4 assassin droid is designed to assassinate targets with high efficiency. Spider-like droids programmed for quiet killing, assassin probes move quietly on eight razored legs. They are equipped with multiple red photoreceptors for scanning their surroundings. If cornered or destroyed, an SD-K4 can release dozens of smaller probe killers from pores on its head to finish any job the assassin probe started.




SD-K4 Assassin Droid

Large droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (6d10+20)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 15 (+2) 14 (+2) 7 (-2)

  • Skills Investigation +4, Perception +4, Stealth +5
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 Ft., passive Perception 14
  • Challenge 4 (1,100 XP)

Assassinate. During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

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

Sneak Attack (1/Turn). The assassin droid deals an extra 7 (2d6) 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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Swarm Transport. The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

Actions

Multiattack. The sssassin droid makes two leg slash attacks.

Leg Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Deploy Probe Killers. This droid swarm appears in any space within 5 ft. of the assassin droid.

Reactions

Second Chance. When the droid reaches zero hit points, it may immediately take the deploy probe killers action.

Villains

Probe Killers

Probe killers are tiny six legged assassin droids that can be carried inside the small pits on the head of the larger assassin probes, where they lay dormant until the assassin probe activates them. They are similar in appearance to their larger companions, but only a small fraction of their size.


Probe Killer Swarm

Large swarm of tiny droids, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 39 (6d10+6)
  • Speed 20ft. climb 20ft.

STR DEX CON INT WIS CHA
8 (-3) 18 (+4) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic, kinetic, energy
  • Condition Immunities Charmed, Disease, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses darkvision 30ft, passive Perception 11
  • Challenge 4 (1,100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny droid. The swarm can't regain hit points or gain temporary hit points.

Circuitry. The swarm has disadvantage on saving throws against effects that would deal ion or lightning damage.

Sneak Attack (4/Turn). The swarm deals an extra 3 (1d6) 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 swarm that isn't incapacitated and the swarm doesn't have disadvantage on the roll.

Actions

Multiattack (swarm has more than half HP). The swarm makes 4 leg slash attacks.

Multiattack (swarm has less than or equal to half HP). The swarm makes 2 leg slash attacks.

Leg Slash. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature. Hit: 6 (1d4+4) kinetic damage.

Villains

Battle Droids

Battle droids, also known as combat droids or battle bots, are a type of droid designed for combat. One thing most battle droids have in common is limited intelligence. They are programmed to follow orders, and not much else, though they do have personalities. Some battle droids, however, have some form of intelligence. These droids are much more expensive to make, due to their advanced brains.

Clone Wars. Over the years, many different models of battle droid have been utilized by various factions throughout the galaxy. The Confederacy of Independent Systems, for example, used a number of different models of battle droid during the Clone Wars to make up the Separatist Droid Army. Under the command of General Grievous, varying models of battle droid fought against the Galactic Republic's clone troopers until the final days of the war, when the Confederate battle droids were deactivated by the Galactic Empire.

B1 Series Battle Droids

B1 battle droids, also referred to as standard battle droids, are the most widely-used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop and were the successor to the OOM-series battle droids. The B1 battle droid sees extensive service as the mainlines soldiers due to their cheap, mass produced nature. The B1-X model serves as an officer unit.

History. Early versions of the model required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. Despite their limitations and despite battle droids being outlawed under the Empire, B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.


B1 Battle Droid

Medium droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 7 (2d8-2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)

  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 1/8 (25 XP)

Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

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

Villains


B1 Battle Droid Squad

Gargantuan swarm of medium droids, any alignment


  • Armor Class 14 (armor plating)
  • Hit Points 84 (24d8-24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)

  • Saving Throws Dex +4, Int +3
  • Skills Perception +2
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities charmed, disease, grappled, paralyzed, petrified, poison, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Binary, Galactic Basic
  • Challenge 4 (1,100 XP)

Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Reactive. The squad can take one reaction each turn.

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

Actions

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

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Massed Fire. The squad fires en masse at a point within 150 ft. 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 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Basilisk War Droid

The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the "iron beast" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions.

Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit different combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed cockpit.

Following the Mandalorians' defeat at Malachor V in the final battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.


Basilisk War Droid

Huge droid, unaligned


  • Armor Class 18 (heavy armor plating)
  • Hit Points 95 (10d12+30)
  • Speed 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 14 (+2)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, poison
  • Senses blindsight 60 ft., tremorsense 120 ft. passive Perception 12
  • Languages Mando'a but can't speak
  • Challenge 5 (1,800 XP)

Beast A.I.. The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.

Circuitry. The basilisk has disadvantage on saving throws against effects that would deal ion or lightning damage.

Mourning. If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

Weapons Compartment. A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

Actions

Multiattack. The basilisk makes three weapon attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Light Laser Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 11 (2d8+3) energy damage.

Pulse-Wave Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) fire damage.

Shatter-Missile Launcher (4/Day). The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

Shockwave Generator (Recharge 5-6). The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.

Grapple Droideka

The grapple droideka, or Melee Destroyer Droid, was an early variation of the Trade Federation droideka, developed as the ultimate melee unit, the Melee Destroyer Droid is tougher than the standard droidekas but utilizes weaker shields. The primary weapon of the grapple droideka is its lethal mechanical claws.




Grapple Droideka

Large droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 157 (15d10+75)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Skills Perception +5
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, Galactic Basic
  • Challenge 7 (2,900 XP)

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Ball Form. As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

Actions

Multiattack. The destroyer droid makes two weapon attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage and the target is grappled.

Rend. The destroyer droid tears apart a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the destroyer droids' next turn. On a success, the creature takes normal weapon damage.

Reactions

Deflector Shield. The destroyer droid adds 2 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.

Villains

Bounty Hunters

A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes.

Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them.

When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten.

During the reign of the Galactic Empire, the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.




























Ambush Master

Medium humanoid (Human), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 151 (23d8+46)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 12 (+1)

  • Saving Throws Str +5, Dex +9
  • Skills Athletics +5, Perception +10, Stealth +13, Survival +6
  • Senses Darkvision 60 ft., passive Perception 20
  • Languages Galactic Basic and one other
  • Challenge 9 (5,000 XP)

Defiant (1/day). The ambush master can add a d4 to a skill check or saving throw.

Swift Responder. The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

Ranger's Quarry (3/day). Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

Accomplished Ambusher. When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

Mark of the Stalker. When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

Concealment. While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

Hidden Crippler (3/day). When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

Techcasting. The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech points).

The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram, vortex shot
1st-level: alarm, element of surprise, target lock
2nd-level: charge power cell, detect invisibility, paralyze humanoid
3rd-level: greater hologram

Actions

Multiattack. The ambush master makes two weapon attacks.

Sniper Rifle. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d12+5) energy damage.

Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.

































Bounty Hunter

Medium Humanoid, neutral balanced


  • Armor Class 18 (heavy durasteel armor)
  • Hit Points 98 (15d8+30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

  • Saving Throws Dex +7, Int +7
  • Skills Atheletics +8, Stealth +5, Technology +11, Perception +5, Survival +8
  • Condition Immunities None
  • Senses passive Perception 13
  • Languages Basic, Huttese
  • Challenge 7 (2,900 XP)

Light Shield. While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1

Enhanced Tech. When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section)

Distengration. When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Tech Casting. The Bounty Hunter is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +7 to hit with power attacks, 24 tech points). The Bounty Hunter knows the following powers:

At-will cryogenic burst, targeting shot, assess the situation
1st Level target lock, tracer bolt, absorb energy, energy shield
2nd Level translocate, infiltrate, smuggle
3rd Level explosion, cryogenic suspension

Actions

Multiattack. The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks.

Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 11 (1d8+1d6 +4) energy damage.

Disruptor Rifle Ranged Weapon Attack. +7 to hit, range 100/400, one target. Hit 12 (1d10+1d6 +4) energy damage.

Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6+ 1d6 +4) kinetic damage.

Carbonite Blast (Recharge 5-6). The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.



Exchange Gunslinger

Medium humanoid, neutral dark


  • Armor Class 17 (fiber armor, 19 with tactical advantage)
  • Hit Points 153 (18d8+72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 8 (-1)

  • Saving Throws Dex +10, Con +9, Int +8
  • Skills Acrobatics +10, Athletics +8, Insight +6, Intimidation +7, Perception +6, Technology +8
  • Senses darkvision 60 ft., passive perception 16
  • Languages Galactic Basic
  • Challenge 14 (11,500 XP)

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

Nimble. The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

Sharpshooter. The Gunslinger adds 2 to its attack rolls with blasters.

Sharpshooting Mastery. The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

Techcasting. The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, targeting shot
1st level: element of surprise, energy shield, homing rockets, tracker droid interface
2nd level: infiltrate, paralyze humanoid, scorching ray, shatter, translocate
3rd level: explosion, tactical advantage
4th level: ballistic shield, cloaking screen, kolto reserve
5th level: cryogenic spray

Tech Resistance. The Gunslinger has advantage on saving throws against tech powers.

Actions

Multiattack. The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

Vibroblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Heavy Blasters. Ranged Weapon Attack: +12 to hit, ranged 40/160 ft., one target. Hit: 18 (3d8+5) energy damage.

1...2...3! (Recharge 5-6). The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

Thermal Detonators (3/day). The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.



Legendary Duros Hunter

Medium humanoid (duros), chaotic dark


  • Armor Class 19 (unarmored defense)
  • Hit Points 163 (25d8+50)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 18 (+4)

  • Saving Throws Dex +11, Int +10, Wis +9, Cha +10
  • Skills Acrobatics +11, Deception +10, Insight +9, Intimidation +10, Investigation +10, Medicine +9, Perception +9, Piloting +10, Stealth +11, Technology +10
  • Senses darkvision 60 ft., passive perception 19
  • Languages Galactic Basic, Binary, Durese, Huttese
  • Challenge 17 (18,000 XP)

Breathing Mask. The Duros has advantage on saving throws against poison.

Legendary Resistance (3/day). If the Duros fails a saving throw, it can choose to succeed instead.

Strong-Willed. The Duros has advantage on saving throws to resist being Charmed or Frightened.

Techcasting. The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks). The Duros has 36 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, encrypted message, jet of flame
1st level: element of surprise, energy shield, expeditious retreat, holographic disguise
2nd level: infiltrate, paralyze humanoid, shatter, translocate
3rd level: explosion, fabricate trap, sabotage charges
4th level: cloaking screen, salvo
5th level: override interface, paralyze creature, toxic cloud
6th level: disintegrate, programmed illusion
7th level: delayed explosion
8th level: incendiary cloud

Tech Resistance. The Duros has advantage on saving throws against tech powers and effects.

Unarmored Defense. While wearing no armor and wielding no shield, the Duros's adds its Intelligence modifier to its AC (included).

Actions

Multiattack. The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

Heavy Blaster Pistol. Ranged Weapon Attack +11 to hit, range 40/160 ft., one target. Hit: 18 (3d8+5) energy damage.

Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) kinetic damage.

Thermal Detonators (5/day). The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

Legendary Actions

The Duros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Duros regains spent legendary actions at the start of its turn.

Attack. The Duros makes an attack.

Eliminate (Costs 2 Actions). The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn.

Tech (Costs 1-3 Actions). The Duros casts a tech power, spending 1 legendary action per level of power cast.



Legendary Enhanced Hunter

Medium humanoid (human), neutral


  • Armor Class 18 (fiber armor)
  • Hit Points 201 (18d8+90)
  • Speed 30 ft. walk

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 9 (-1)

  • Saving Throws Str +10, Dex +11
  • Skills Athletics +11, Technology +7, Insight +8, Investigation +7, Perception +8, Piloting +7, Stealth +11, Survival +8
  • Senses passive Perception 16
  • Damage Resistances kinetic, energy
  • Damage Vulnerabilities fire
  • Languages Galactic Basic, Huttese
  • Challenge 17 (18,000 XP)

Cunning Action. On each of his turns, the Hunter can use a bonus action to Dash or Disengage.

Keen Senses. The Hunter has advantage on Wisdom (Perception) Checks.

Legendary Resistance (3/Day). If The Hunter fails a saving throw, he can choose to succeed instead.

Precision Shot (4/day). The Hunter can roll his next ranged attack with advantage.

Sharpshooting Mastery. The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

Actions

Multiattack. The Hunter makes three blaster rifle attacks or three melee weapon attacks.

Heavy Blaster Rifle. Ranged Weapon Attack. +11 to hit, range 150/600 ft., one target. Hit: 17 (2d10+6) energy damage.

Rifle Bash. Melee Weapon Attack. +10 to hit, one target. Hit: 12 (2d6+5) kinetic damage, and the target must make a DC 18 Constitution saving throw or become dazed.

Fire Blade. Melee Weapon Attack. +11 to hit, one target. Hit: 9 (1d6+6) kinetic damage and 10 (3d6) fire damage.

Mini Grenades (1/day). The Hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.

Smoke Grenade (1/day). The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

Reactions

Retaliatory Strike. If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature.

Legendary Actions

The Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hunter regains spent legendary actions at the start of his turn.

Heavy Fire. The Hunter makes one heavy blaster rifle attack.

Grenades (Costs 2 actions). The Hunter can use either of his grenade attacks.

Duck and Weave. The Hunter moves up to its speed without provoking opportunity attacks.



Legendary Gand Findsman

Medium humanoid (Gand), neutral balanced


  • Armor Class 19 (heavy exoskeleton, lightshield)
  • Hit Points 120 (18d8+36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 14 (+2) 14 (+2) 16 (+3) 8 (-1)

  • Saving Throws Str +9, Dex +11, Con +7
  • Senses passive Perception 23
  • Damage Resistances kinetic, poison
  • Skills Athletics +9, Insight +13, Perception +13, Stealth +11, Survival +13, Technology +7
  • Languages Galatic Basic, Gand, Huttese
  • Challenge 15 (13,000 XP)

Alert. The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter.

Close Quarters Shooting. The Gand's ranged attacks do not have disadvantage within 5ft.

Findsman. The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey.

Legendary Resistance (3/Day). When the Gand fails a saving throw, he can choose to succeed instead.

Lungless. The Gand does not have to breathe and is immune to any affects that rely on breathing.

Actions

Multiattack. The Gand makes three weapon attacks.

W-90 Concussion Rifle. Ranged Weapon Attack. +11 to hit, range 40/160, one target. Hit: 19 (3d8+6) energy damage and the target must succeed on a Dexterity saving throw (DC16) or be knocked prone.

GRS-1 Snare Rifle (Recharge 5-6). Ranged Weapon Attack. +11 to hit, range 150/300, one target. Hit: The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage.

Vibroblade Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (2d8+4).

C-10 Stun Grenade (Recharge 5-6). The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

Reactions

Precognition. When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll.

Regenerative. When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

Legendary Actions

The Gand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Gand regains spent legendary actions at the start of his turn.

Attack. The Gand makes a W-90 Concussion Rifle attack.

Move. The Gand can move up to its speed without provoking opportunity attacks.

Preparation. The Gand can recharge one or both of its recharge attacks.



Legendary Mandalorian Bounty Hunter

Medium humanoid, lawful neutral


  • Armor Class 17 (composite armor)
  • Hit Points 221 (26d8+104)
  • Speed 30ft, fly 40 ft

STR DEX CON INT WIS CHA
15 (+2) 24 (+7) 18 (+4) 18 (+4) 20 (+5) 14 (+2)

  • Saving Throws Dexterity +13, Intelligence +10, Wisdom +11
  • Damage Resistances kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Skills Acrobatics +13, Technology +10, Insight +11, Investigation +10, Perception +18, Piloting +10, Stealth +12, Survival +18
  • Senses darkvision 60 ft, passive Perception 28
  • Languages Galactic Basic, Huttese, Mando'a
  • Challenge 20 (25,000 XP)

Aggressive. As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see.

Close Quarters Shooter. When the Mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

Enhanced Tech. The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack).

Jetpack (10 minutes/day). Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a flying speed of 40 feet.

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

Moderately Armored. While wearing medium armor, the captain adds +1 to its AC (included).

Ranger's Quarry. The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

Legendary Resistance (3/Day). If The Mandalorian fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.

Carbine Rifle. Ranged Weapon Attack: Rapid 3, range 80/320 ft., one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage.

Jetpack Rocket (1/Day). Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 17 (3d6+7) kinetic damage, and each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.

Thermal detonator (4/Day). The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one.

Wrist Flamer (3/Day) Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

Wrist Missile (3/Day) Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 14 (2d6+7) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

Reactions

Uncanny Dodge. . The Mandalorian halves the damage that it takes from an attack that hits it.

Legendary Actions

The Mandalorian Bounty Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mandalorian regains spent legendary actions at the start of his turn.

Move. The Mandalorian can move up to his speed without provoking opportunity attacks.

Carbine Rifle. The Mandalorian makes one carbine rifle attack.

Wire Restraint. Ranged Weapon Attack: +12 to hit, range 30 ft., one target. Hit The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

The Celestals

The Architects of the Galaxy

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. The Jedi and the Sith alike theorized that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.

The Origins of the Ones

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars.

The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.

The Decline of a Golden Age

Around 35,000 BBY, the domain of the Celestials was usurped when the Rakata slave race revolted. Stealing technology from the Kwa, another Celestial client race, they waged a war against the other servant races.[5] Some hypotheses over the hyperspace turbulence in the Unknown Regions claimed that it was created to serve as a barrier between the Celestials and the upstart Rakata. Despite the Celestials' efforts, the Rakata broke through the barrier and waged a war of extermination upon them. The ancient grimoires of the Gree Enclave, which referred to the Celestials as the "Ancient Masters," recorded that they were undone by curses unleashed by the Rakata, or the "Soul Hunters," which they called the "Gray Swallowing" and the "Hollowers of Beings," and further referred to them as the "Faceless Mouths" and "Eaters of Worlds.""


The Ones: Supreme Force Wielders

The Ones were a family of Force wielders who lived as anchorites on the realm of Mortis, having withdrawn from the temporal world at some point prior to the Clone Wars. According to the Thuruht Killik hive, "the Ones were what the Celestials become." Again according to Thuruht, a mortal being could become like the Ones by drinking from the Font of Power and bathing in the Pool of Knowledge, as Abeloth did. Few knew of the Ones' existence, and their power was highly sought after by the Sith, among others. The Father claimed that his children could "tear the very fabric of the universe."





The Father, Avatar of Balance

Medium force-entity, neutral


  • Armor Class 20 AC (unarmored defense)
  • Hit Points 332 (24d12+140)
  • Speed 30ft., fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 22 (+6) 24 (+7) 27 (+8) 23 (+6)

  • Saving Throws Int +14, Wis +15, Cha +13
  • Skills Persuasion+13, Insight+15,
  • Damage Resistances Cold, Lightning, Necrotic; Kinetic, Ion, and Energy damage from enhanced weapons.
  • Damage Immunities Poison; Kinetic, Ion, and energy damage from unenhanced weapons.
  • Condition Immunities Charmed, Exhausted, Frightened, Poisoned, Paralyzed
  • Senses Truesight 120ft. Passive Perception 18
  • Languages All, Telepathy 120ft.
  • Challenge 25 (75,000 XP)

Traits

Unarmored Defense. While in his humanoid form, the Father adds his Charisma modifier to his AC.

Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power)

5/Day Each: force suppression, telekinesis

3/Day Each: eruption, project, telekinetic burst

1/Day Each: earthquake, whirlwind

Force Resistance The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively.

Enhanced Casting The Father's force powers are considered enhanced.

One with the Force The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Legendary Resistance (3/Day) If The Father fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Father casts push/pull twice, or he casts push/pull once and makes a Force Grip or Force Slam attack.

Force Grip. If the father has successfully affected a creature with Force push/pull or Telekinesis, he can use one of his attacks to target the affected creature again. The target must make a Strength saving throw (DC 23). On a failure, the target becomes restrained and grappled by the Father who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a Strength saving throw (DC 23).

Force Slam. The Father slams a creature grappled by Force Grip. A grappled creature must make a Strength saving throw (DC 23). On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.

Will. The Father targets one creature he can see within 120ft. That target must succeed on a Wisdom saving throw (DC 23), unless the target is incapacitated, it can avert it's attention to automatically succeed the save. If the target does so, they can't see The father until the start of his next turn, if the target again focuses on the father in the meantime, it must immediately make the save.

If the target fails the save, it suffers from one of the effects below (Father's choice or at random).

1. Beguiling Will The target is stunned until the start of The Father's next turn.

2. Commanding Will The target is charmed until the start of their next turn. As part of this action, The Father shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.

3. Suppress Will (Recharge 6) The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force (such as force sight, guardian auras, and sentinel ideals). (While concentrating on ths effect, the father cannot use his Controling Will Legendary action until the start of his next turn.)

Legendary Actions

The Father can take 3 legendary actions choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Father gains all legendary actions at the start of his turn.

Quick Casting. The father can cast one of his At Will force powers.

Controling Will. The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options.

Force Step. The father teleports up to 60 feet into an unoccupied space he can see.



The Son, Avatar of Power

Medium (humanoid form) or Large (beast form) force-entity, chaotic dark


  • Armor Class 20 (humanoid form) or 18 (beast form)
  • Hit Points 260 (20d10+100)
  • Speed 30ft., fly 30 ft. (beast form)

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 20 (+5) 19 (+4) 21 (+5) 25 (+7)

  • Saving Throws Str+8, Con+11, Cha+13
  • Skills Deception+13, Intimidation+13
  • Damage Resistances Cold, Lightning, Necrotic; Kinetic, Ion, and Energy damage from Unenhanced weaponry
  • Damage Immunities Poison
  • Condition Immunities Blinded, Exhausted, Frightened, poisoned, paralyzed
  • Senses Truesight 120ft. Passive Perception 18
  • Languages understands and speaks all languages
  • Challenge 22 (41,000 XP)

Traits

Beast Form. The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modifier for attack and damage rolls when making a claw attack, and adds his Wisdom modifier to his AC.

Unarmored Defense. While in his humanoid form, the Son adds his Charisma modifier to his AC.

Innate Forcecasting The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers:

At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind

3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life

1/Day Each: force lightning cone

Dark Resistance The Son has advantage against the saving throws against Dark force powers

Font of Power When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modifier (7). He must use the new rolls.

Enhanced Casting The Son's force powers are considered Enhanced.

Legendary Resistance (3/Day) If The Son fails a saving throw, he can choose to succeed instead.

Dark Lightning When the son successfully deals lightning damage to a creature, he can activate one of the following effects as a bonus action (on his turn) or by using a reaction (on another creature's turn).

The target must make a Constitution saving throw (DC 21) and suffer one of the following effects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw):

1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well.

2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn.

3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this effect. On a success, the target suffers no effect.

4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this effect. On a success, the target suffers no effect.

5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this effect.

Actions

Multiattack (humanoid form). The Son can make two attacks using the shock at-will power.

Multiattack (beast form). The Son makes three claw attacks.

Claw attack (beast form). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (6d6+7) kinetic damage.

Legendary Actions

The Son can take 3 legendary actions choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Son gains all legendary actions at the start of his turn.

Quick Casting The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers.

Claw (beast form). The Son makes a claw attack.

Force Step The Son moves up to his speed without provoking opportunty attacks.

Metamorphosis. The Son transitions from a beast form to a humanoid form or vice versa.



The Daughter, Avatar of Knowledge

Medium (humanoid form) or Large (beast form) force-entity, lawful light


  • Armor Class 21 (humanoid form) or 19 (beast form)
  • Hit Points 220 (20d8+100)
  • Speed 30ft., fly 30 ft. (beast form)

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 20 (+5) 19 (+4) 25 (+7) 21 (+5)

  • Saving Throws Dex +10, Wis +13, Cha +11
  • Skills Persuasion +11, Medicine +20, Lore +11
  • Damage Resistances Cold, Lightning, Fire; Kinetic, Ion, and Energy damage from Unenhanced weaponry
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Exhausted, Stunned, poisoned, paralyzed
  • Senses Truesight 120ft. Passive Perception 19
  • Languages understands and speaks all languages
  • Challenge 22 (41,000 XP)

Traits

Beast Form. The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modifier for attack and damage rolls when making a claw attack, and adds her Charisma modifier to her AC.

Unarmored Defense. While in her humanoid form, the Daughter adds her Wisdom modifier to her AC.

Innate Forcecasting The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers:

At Will: sense force, sense emotion, calm emotions, heal (cast as a 3rd level power), sanctuary

3/Day Each: improved heal, stun, restoration (the power can affect any condition except incapacitated), wall of light (deals 4d10 damage on contact instead)

1/Day Each: stasis, revitalize

Light Resistance The Daughter has advantage against the saving throws against Light force powers

Pool of Knowledge When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead.

Enhanced Casting The Daughter's force powers are considered enhanced.

Legendary Resistance (3/Day) If The Daughter fails a saving throw, she can choose to succeed instead.

Mastery Auras As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power.

1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions.

2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.

3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

Actions

Multiattack (humanoid form). The Daughter makes two Light Wreath attacks.

Multiattack (beast form). The Daughter makes two claw attacks.

Claw attack (beast form). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) kinetic damage.

Light Wreath (humanoid form). Melee Force Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (4d6) energy damage.

Legendary Actions

The Daughter can take 3 legendary actions choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Daughter regains all spent legendary actions at the start of her turn.

Quick Casting. The Daughter can cast one of her at-will force powers.

Shifting Aura (2 actions). The Daughter can activate one of her Mastery Auras or change which aura is active.

Claw (beast form). The Daughter makes a claw attack.

Force Step The Daughter moves up to her speed without provoking opportunty attacks.

Metamorphosis. The Daughter transitions from a beast form to a humanoid form or vice versa.

Clone Commandos

Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.



Commando

Medium humanoid (human), lawful good


  • Armor Class 19 (powered battle armor, light shield generator)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16(+3)

  • Saving Throws Str +6, Dex +10, Wis +8
  • Skills Acrobatics +10, Intimidation +7, Perception +8, Survival +8
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and one other
  • Challenge 12 (8,400 XP)

Traits

Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

Brave. The commando has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

Keen Hearing and Sight. The clone has advantage on Wisdom (Perception) checks relying on hearing or sight.

IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

Actions

Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.

IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage.

IWS Antiarmor Mode (6/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

Reactions

Leadership (Recharges after a Short or Long Rest). The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.



Demolitions Commando

Medium humanoid (human), lawful good


  • Armor Class 19 (powered battle armor, light shield generator)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Str +6, Dex +10, Wis +7
  • Skills Acrobatics +10, Intimidation +7, Survival +7, Technology +8
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and one other
  • Challenge 15 (13,000 XP)

Traits

Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

Brave. The commando has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

Breaching Charge Expert. When the demolitions commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.

Innate Techcasting. The commando's innate techcasting modifier is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: combustive shot, jet of flame

3/day: explosion

Actions

Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.

IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage.

IWS Antiarmor Mode (6/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 16 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 18 (4d6+4) kinetic damage on a failed save, or half as much as on a successful one.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

Reactions

Volatile Reflexes. When the demolitions commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 16 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6+4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.



Sniper Commando

Medium humanoid (human), lawful good


  • Armor Class 19 (powered battle armor, light shield generator)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft., crawl 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16(+3)

  • Saving Throws Str +6, Dex +10, Wis +8
  • Skills Acrobatics +10, Intimidation +7, Perception +8, Stealth +16
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and one other
  • Challenge 13 (10,000 XP)

Traits

Brave. The commando has advantage on saving throws against being frightened.

Prone Combatant. When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.

Sharpshooting Master. The commando ignores half cover and three-quarters cover.

Advanced Positioning. Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.

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

IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

Actions

Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 320 ft., one target. Hit: 10 (1d8+6) energy damage.

IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 480 ft., one target. Hit: 12 (1d12+6) energy damage.

IWS Antiarmor Mode (6/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.



Slicer Commando

Medium humanoid (human), lawful good


  • Armor Class 19 (powered battle armor, light shield generator)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 18 (+4) 20 (+5) 16 (+3) 16 (+3)

  • Saving Throws Str +6, Dex +10, Int +9
  • Skills Acrobatics +10, Intimidation +7, Perception +7, Technology +9
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and one other
  • Challenge 13 (10,000 XP)

Traits

Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

Brave. The commando has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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

IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

Combat Casting. The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

Techcasting. The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points). It knows the following tech powers:

At-will: combustive shot, encrypted message, ion blast

1st-level: analyze, element of surprise, energy shield

2nd-level: hold droid

Actions

Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.

IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage.

IWS Antiarmor Mode (6/day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

Reactions

Sabotage. When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.



Alpha-class ARC Trooper

Medium humanoid (human), lawful light


  • Armor Class 18 (composite armor)
  • Hit Points 150 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 24 (+7) 18 (+4) 18 (+4) 18 (+4) 14(+2)

  • Saving Throws Strength +7, Dexterity +11, Wisdom +
  • Skills Athletics +7, Investigation +8, Medicine +8, Intimidation +6, Perception +8, Piloting +8, Stealth +11, Survival +8
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and Mando'a
  • Challenge 11 (7,200 XP)

Traits

Brave. The ARC trooper has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

Cunning Action. On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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

Actions

Multiattack. The ARC trooper makes three weapon attacks.

WESTAR-M5 Blaster Rifle Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 11 (1d8+7) energy damage.

WESTAR-M5 Rapid fire One target within range must succeed on a Dexterity saving throw (DC ) or take 16 (2d8+7) energy damage.

WESTAR-M5 Grenade Launcher. The ARC trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.

Hidden Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) kinetic damage.

Fragmentation Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Flash Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

Ion Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (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.

Reactions

Leadership (1/rest). The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.

Alpha-class ARC Troopers

The Alpha-class Advanced Recon Clones were a group of 100 Advanced Recon Clones created from Jango Fett's DNA by the cloners of Kamino. After completing standard flash training and accelerated growth, these clones were placed under the direct tutelage of Jango Fett. Under Fett's strict discipline they learned to use their fierce independence, innate creativity, and physical superiority in combination with their training in advanced weapons and vehicles to become virtual one-man armies. After completing their training, the ARC troopers were locked in stasis on Kamino until they were required.

Alternative weapons

For a more heavily armed ARC trooper. Switch out the WESTAR-M5 Blaster Rifle for a Blaster Cannon, Missile Launcher. or Rotary Cannon with the Recoil Dampener modification.

Designated ARC Troopers

During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for clone troopers to fill their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the 501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.



ARC Trooper

Medium humanoid (human), lawful light


  • Armor Class 19 (composite armor)
  • Hit Points 120 (16d8+48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 17 (+3) 15 (+2) 14 (+2)

  • Saving Throws Dexterity +8, Wisdom +5
  • Skills Acrobatics +8, Investigation +6, Perception +5, Persuasion +5, Piloting +6, Stealth +8, Survival +5
  • Damage Resistances energy and kinetic from unenhanced sources
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Traits

Brave. The ARC trooper has advantage on saving throws against being frightened.

Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks.

Cunning Action. On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action.

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

Two Weapon Mastery. The ARC trooper adds it's ability modifier to two-weapon fighting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

Actions

Multiattack. The ARC trooper makes two weapon attacks and can make one offhand attack as a bonus action.

Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage.

Offhand Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage.

Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage.

Fragmentation Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Flash Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.

Ion Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (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.

Reactions

Leadership (1/rest). The ARC trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add
a d6 to its roll provided it can hear and
understand the commando. A creature
can benefit from only one Leadership
die at a time.

Corporations, Guilds, & Unions

The Galaxy is full of private enterprises, both within and outside of the Republic. Employees of these companies, guilds, and clans can sometimes be dangerous.


Corporate Intern

Medium humanoid (any), any alignment


  • Armor Class Armor Class 12 (combat suit)
  • Hit Points Hit Points 9 (2d8)
  • Speed 30ft.

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

  • Skills Perception +4
  • Senses passive Perception 10
  • Languages Galactic Basic, one other
  • Challenge 1/4 (50 XP)

Techcasting. The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points. The intern knows the following tech powers:

At will: electroshock, jet of flame, poison spray, ward
1st level: oil slick, smoke cloud

Actions

Electrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

Light pistol. Ranged Weapon Attack: +3 to hit, 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.


Corporate Employee

Medium humanoid (any), any alignment


  • Armor Class Armor Class 14 (heavy combat suit+light shield generator)
  • Hit Points Hit Points 27 (5d8+5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 15 (+2) 12 (+1) 11 (+0)

  • Saving Throws Dex +4
  • Skills Lore +6, Perception +3, Technology +6
  • Senses passive Perception 13
  • Languages Galactic Basic, two others
  • Challenge 2 (450 XP)

Techcasting. The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points. The employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary boost
1st level: kolto pack, overload, stack the deck, tracer bolt
2nd level: electromesh, mirror image

Actions

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


Software Developer

Medium humanoid (any), any lawful


  • Armor Class Armor Class 15 (heavy combat suit+light shield generator)
  • Hit Points Hit Points 40 (9d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 19 (+4) 12 (+1) 9 (-1)

  • Saving Throws Dex +4, Int +7
  • Skills Lore +7, Technology +7
  • Senses passive Perception 11
  • Languages Galactic Basic, two others
  • Challenge 6 (2,300 XP)

Techcasting. The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points. The developer knows the following tech powers:

At will: assess the situation, electrical burst, electroshock, minor hologram, ward
1st level: alarm, decryption program, energy shield, hologram, overload, repair droid
2nd level: detect invisibility, hold droid, mirror image, translocate
3rd level: diminish tech, greater hologram, scramble interface, tech override
4th level: ballistic shield, synchronicity
5th level: override interface

Actions

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


Chemist

Medium humanoid (any), any alignment


  • Armor Class Armor Class 15 (fiber armor+light shield generator)
  • Hit Points Hit Points 88 (16d8+16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 9 (-1)

  • Saving Throws Dex +4, Int +7
  • Skills Lore +7, Perception +4, Technology +7
  • Senses Passive Perception 14
  • Languages Galactic Basic, two others
  • Challenge 11 (7,200 XP)

Techcasting. The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points. The chemist knows the following tech powers:

At will: acid splash, cryogenic burst, jet of flame, poison spray
1st level: absorb energy, condense/vaporize, cryogenic blast, poison dart, smoke cloud, oil slick
2nd level: acid dart, cryogenic volley, paralyze humanoid, pyrotechnics, toxin purge
3rd level: cryogenic suspension, debilitating gas, explosion, protection from energy
4th level: corrosive sphere, cryogenic storm
5th level: toxic cloud

Actions

Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 13 (1d4+2) energy damage.


Corporate Manager

Medium humanoid (any), lawful dark


  • Armor Class Armor Class 19 (powered battle armor+medium shield generator)
  • Hit Points Hit Points 99 (18d8+18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws Con +5, Dex +6, Int +9
  • Damage Resistances Damage from tech powers
  • Skills Deception +11, Technology +9
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 12 (8,400 XP)

Tech Resistance. The manager has advantage on saving throws against tech powers.

Techcasting. The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points. The manager knows the following tech powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame, poison spray, ward
1st level: absorb energy, energy shield, tracer bolt
2nd level: mirror image, pyrotechnics, translocate
3rd level: diminish tech, explosion, tech override
4th level: corrosive sphere, kolto reserve, salvo
5th level: cryogenic spray, friendly fire, greater translocate
6th level: programmed illusion, security protocols
7th level: cage
8th level: scrambling field
9th level: invulnerability

Actions

Sonic Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 6 (1d6+2) sonic damage.


Senior Scientist

Medium humanoid (any), any alignment


  • Armor Class Armor Class 15 (fiber armor+light shield generator)
  • Hit Points Hit Points 110 (20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

  • Saving Throws Con +5, Dex +6, Int +9
  • Damage Resistances acid, cold, fire, ion, lightning, and sonic damage
  • Skills Deception +11, Technology +9
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 13 (10,000 XP)

Techcasting. The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points. The scientist knows the following tech powers:(6th level and above powers are usable 1/day)

At will: acid splash, cryogenic burst, jet of flame, poison spray
1st level: absorb energy, condense/vaporize, cryogenic blast, poison dart, smoke cloud, oil slick
2nd level: acid dart, cryogenic volley, paralyze humanoid, pyrotechnics, toxin purge
3rd level: cryogenic suspension, debilitating gas, explosion, protection from energy
4th level: corrosive sphere, kolto reserve, cryogenic storm
5th level: cryogenic spray, toxic cloud
6th level: carbon fog, carbonite, firestorm
7th level: neurotoxin
8th level: incendiary cloud
9th level: carbonite explosion

Actions

Sonic Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 6 (1d6+2) sonic damage.


Corporate Chief Officer

Medium humanoid (any), any dark


  • Armor Class Armor Class 21 (heavy durasteel armor, heavy shield)
  • Hit Points 180 (19d8+95)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 19 (+4) 12 (+1) 18 (+4)

  • Saving Throws Con +11, Dex +6, Int +10, Wis +7
  • Damage Resistances Lightning
  • Condition Immunities Frightened, exhaustion
  • Skills Athletics +11, Deception +9, Insight +7
  • Senses passive Perception 11
  • Languages Galactic Basic, one other
  • Challenge 17 (18,000 XP)

Electric Field. When a creature hits the chief officer with an attack, it takes 4 lightning damage as long as the chief officer is not incapacitated.

Tech Resistance. The chief officer has advantage on saving throws against tech powers.

Techcasting. The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points. The chief officer knows the following tech powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, ion blast, jet of flame, poison spray, ward
1st level: absorb energy, energy shield, tracer bolt
2nd level: mirror image, pyrotechnics, translocate
3rd level: diminish tech, explosion, tech override
4th level: corrosive sphere, kolto reserve, salvo
5th level: cryogenic spray, friendly fire, greater translocate
6th level: programmed illusion, security protocols
7th level: cage
8th level: scrambling field
9th level: invulnerability

Actions

Multiattack. The chief officer makes three Electrobaton attacks.

Conquering Presence (1/Day). Each creature within 30 feet of the chief officer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

Electrobaton. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage, and the target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

Dark Troopers

The Dark Trooper Project was a program run by General Rom Mohc of the Galactic Empire, funded by Emperor Palpatine, to develop what would have become next generation stormtroopers/battle droids, the dark troopers.

Phase Zero Dark Trooper

The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the field were undeniably effective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose.

A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were outfitted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

Phase I Dark Trooper

The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry.

The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this "super trooper" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

Phase II Dark Trooper

The Phase II dark trooper was the second and main stage of the Dark Trooper Project.

Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of firing 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an artificially intelligent droid or exoskeleton—either way, it was extremely effective in battle.

Phase III Dark Trooper

The Phase III dark trooper was the last and most powerful dark trooper exoskeleton/droid. It dwarfed even the Phase II dark trooper, and was intended to be the armor of the next generation of stormtroopers. It was sometimes even classified as a bipedal tank.

The Phase III trooper's standard weapon complement included a large handheld assault cannon and two shoulder-mounted seeker missile launcher racks that were hidden under the suit's shoulder plates when not in use. They were issued additional fragmentation grenades, thermal detonators, and concussion grenades. Phase III Dark troopers wore black armor made of the nearly indestructible metal phrik, mined on the moon Gromas 16. It provided superior protection against enemy fire including energy weapons such as lightsabers. Some of the Phase III Dark Troopers also were equipped with an array of integrated weaponry, including a pair of dual blaster cannons, two in each wrist, and six PLEX rocket tubes located under the shoulder plates, three per shoulder.

The Phase III troopers were the ultimate battle droid: an amalgam of a clone's creativity, unpredictability, and initiative combined with the resilience and firepower of a heavy battle droid. However, it could also serve as an exosuit for
living soldiers.


Dark Trooper, Phase Zero

Medium Humanoid, Unaligned


  • Armor Class 16 (Armor Plating)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 11 (+0)

  • Skills Acrobatics +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Poison, Necrotic
  • Senses 60ft Darkvision, Passive Perception 14
  • Languages Galactic Basic, One Other
  • Challenge 3 (700 XP)

Circuitry: The Phase Zero Dark Trooper has disadvantage on saving throws against effects that would deal Ion or lightning damage.

Jump Pack (Recharge 5-6): As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring difficult terrain.

Actions

Multiattack. The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine.

Vibro Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d4+3) kinetic damage.

Shotgun. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 11 (2d4+3) kinetic damage.

Blaster Carbine Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 7 (1d6+3) 1d6 energy damage.

Blaster Volley (Recharge 5-6). The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

Frag Grenade (1/day). The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.


Dark Trooper, Phase I

Medium Droid, Unaligned


  • Armor Class 18 (Armor Plating + medium physical shield)
  • Hit Points 104 (16d8+32)
  • Speed 40ft

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 8 (-1)

  • Skills Athletics +5, Perception +4
  • Damage Resistances Necrotic, Poison, Psychic
  • Damage Immunities Poison, Disease
  • Senses Darkvision 60ft, Passive Perception 14
  • Languages Binary
  • Challenge 4 (1,100 XP)

Circuitry When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Phrik Skeleton While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

Actions

Multiattack. The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield.

Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 15 Strength saving throw or be knocked prone.


Dark Trooper, Phase II

Medium Droid, unaligned


  • Armor Class 17 (Armor Plating)
  • Hit Points 130 (20d8+40)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (0) 10 (0)

  • Saving Throws Str +7, Con +5
  • Skills Athletics +5, Perception +5
  • Damage Resistances Necrotic, Poison, Psychis
  • Damage Immunities
  • Condition Immunities Poison, disease
  • Senses 120ft Darkvision, Passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 6 (2,300 XP)

Circuitry When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Phrik Skeleton While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

Actions

Multiattack. The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage.

Assault Cannon. Ranged Weapon Attack. +6 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Assault Cannon Barrage (Recharge 5-6). The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Underslung Missile Launcher Ranged Weapon Attack. +6 to hit, range 240 ft., one target. Hit: 6 (1d6+3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

Reactions

Energy Shield (5/Day). The Phase II Darktrooper engages its personal energy shield. Until the start of its next turn it has a +5 Bonus to its AC.



Dark Trooper, Phase III

Large droid, unaligned


  • Armor Class 20 (armor plating)
  • Hit Points 170 (20d10+60)
  • Speed 25ft walking, 25ft flying

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 10 (0)

  • Saving Throws Str +8, Con +7, Wis +5
  • Skills Athletics +8, Intimidation +4, Perception +5
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities Poison, Disease
  • Senses 120ft Darkvision, Passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 12 (8,400 XP)

Circuitry When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Phrik Skeleton While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

Exoskeleton Capable The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

Legendary Resistance (3/day). If the Phase III Dark Trooper fails a save, it can choose to succeed instead.

Actions

Multiattack. The Phase Three Darktrooper can make four Assault Cannon or strike attacks or two Shoulder Missile Launcher attacks.

Assault Cannon Ranged Weapon Attack. +7 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Assault Cannon Barrage (Recharge 5-6). The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

Strike Melee Weapon Attack. +8 to hit, reach 5 ft., one target, Hit: 8 (1d8+4) damage.

Shoulder Missile Launcher. Ranged Weapon Attack. +7 to hit, range 240 ft., one target. Hit: 7 (1d8+3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save.

Shoulder Missile Barrage (Recharge 5-6). The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one.

Frag Grenade (5/day). The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

Droid Tanks

NR-N99 Persuader-Class Droid Enforcer

The NR-N99 Persuader-class droid enforcer of the Confederacy of Independent Systems is a droid tank manufactured by the Techno Union and mainly utilized by Corporate Alliance. The impressive armament of the tank includes ion cannons and heavy repeating blasters, although this weapons package could be swapped out with alternative packages that included shock rifles or concussion missile launchers. The tank moves by way of its huge central tread, and it is augmented on either of its sides by forward-mounted outrigger wheels on a pontoon tread, which gives additional stability. Infantry soldiers are also able to ride on top of these tanks. The NR-N99 Persuader-class tank droid is able to move up to 60 km/hr, but this droid tank lacks the agility of walking droid tanks. It is also able to plow through battlefields and ram barricades. The droid is able to function through a variety of terrain, and the droid is also able to move on top of water.

The NR-N99 Persuader-class droid enforcer
is well-armored, possesses heat exchange
panels and communications antennae, and the
unit has armor-shielded photoreceptors. It was designed to be be able to function with its computer brain, but the vehicle could also be controlled by a pilot droid.































NR-N99 Persuader-Class Droid Enforcer

Huge droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 138 (12d12+60)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 1 (-5)

  • Saving Throws Str +10, Con +10
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 120ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 8 (3,900 XP)

Circuitry. The droid tank has disadvantage on saving throws against effects that would deal ion or lightning damage.

Heavy Durasteel Armor. The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the droid takes no damage from that attack. If the droid takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Multiattack. The droid tank makes one crushing stride attack, one heavy repeating blaster attack and one ion cannon attack.

Ion Cannons. Ranged Weapon Attack +6 to hit, 150/300, one target. Hit 27 (4d10+5) ion damage.

Heavy Repeating Blasters. Ranged Weapon Attack: +6 to hit, range 120/240 ft., one target. Hit: 27 (4d10+5) energy damage.

Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained.

Ram. The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12+5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.





















Emperor's Hand

An Emperor's Hand, or Hand of the Emperor, is a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that are impossible, secret, or both.

Use. During his reign, Palpatine uses the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets include rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns. The Hands are considered the best assassins of their day.

Selection. Often targeted at infancy, potential Emperor's Hands are tracked with keen interest by Palpatine until they reach maturity and impress him. Some begin as thieves, some as warriors, some as assassins, some as entertainers, but each manages to demonstrate their resourcefulness, skills and loyalty without incurring his wrath.

Training. After selection, an Emperor's Hand goes through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operates independently and is often under the false impression that he or she is the only Emperor's Hand. During training, Palpatine cultivates the Hand's latent Force abilities, but avoids providing Jedi or Sith training. Thus, Hands who do not have any Force training prior to their training are not expressly dark side users. The most important of their abilities is a direct telepathic connection to Palpatine that allows them to communicate across the galaxy.

"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday."

―Mara Jade























Operations. Once given the title of Emperor's Hand, the agent is granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands can take command of military units, starships or weapons as necessary. To preserve their effectiveness, only the highest echelons of the Imperial command structure are aware of the Hands' existence. The methodology varies by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operates as a ghost; striking and vanishing, which elevates them to near mythic levels amongst those who dare cross the Emperor.

Psychology. Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands perform their missions out of sheer loyalty to Palpatine. They view their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets are political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands are under the impression that they alone hold their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands would be deeply affected by his death.


"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect."

―Mara Jade

Villains

"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job.

―Mara Jade Skywalker, in a recording to Tionne Solusar



Emperor's Hand

Medium human, unaligned


  • Armor Class 19 (heavy combat suit and medium shield generator) or 21 (knight speed)
  • Hit Points 238 (28d8+112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Dex +10, Con +9, Int +7
  • Skills Acrobatics +10, Athletics +6, Deception +9, Insight +9, Perception +9, Sleight of Hand +10, Stealth +10
  • Senses passive Perception 19
  • Challenge 16 (15,000 XP)

Assassinate. During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit.

Cunning Action. On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (3/day). If the Emperor's Hand fails a saving throw, it can choose to succeed instead.

Sneak Attack (1/turn). The Emperor's Hand deals an extra 17 (5d6) damage when she 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 Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll.

Tech Casting. The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers.

At Will: light, poison spray, venomous strike
1st Level: alarm, holographic disguise, poison dart, tranquilizer
2nd Level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum
3rd Level: invisibility to cameras, tech override

Force Casting. The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers.

At Will: affect mind, force disarm, mind trick
1st Level: breath control, force body, force jump, sense emotion, slow descent
2nd Level: coerce mind, dark shear, force confusion
3rd Level: knight speed, force repulse

Actions

Multiattack. The Emperor's Hand makes three melee weapon attacks or three ranged weapon attacks.

Lightfoil. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) energy damage.

Heavy Pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 9 (1d8+5) energy damage.

Reactions

Uncanny Dodge. The Emperor's Hand halves the damage that she takes from an attack that hits her. The Emperor's Hand must be able to see the attacker.

Legendary Actions

Emperor's Hand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Emperor's Hand regains spent legendary actions at the start of its turn.

Move. Emperor's Hand can move up to its speed without provoking opportunity attacks.

Casting. Emperor's Hand can cast an at-will power.

Lightfoil Emperor's Hand makes one Lightfoil attack.

Villains

Ewoks

Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor.

Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solid-colored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two fingers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to "little bears," though they are sometimes referred to as "mini Wookiees."

Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar offered Ewok Jerky to its customers during the Clone Wars.

History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War.

The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with offworlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and find the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire.

The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them.

Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the different tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets.

Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the "white wings of hope." The eldest son of the tribal leader's family wears a headdress called the "red wings of courage." The second son wears the "blue wings of strength.

Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate.

If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is finished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built.

Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing off any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs.

They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes fixed to the ground.

Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.


Ewok Villager

Small humanoid (ewok), chaotic balanced


  • Armor Class 11 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 25 ft., climb 25 ft.

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

  • Senses passive perception 10
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 0 (10 XP)

Keen Smell. The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Actions

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

Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Ewok Warrior

Small humanoid (ewok), chaotic balanced


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 25 ft., climbing 25 ft.

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

  • Skills Nature +2, Stealth +4, Survival +3
  • Senses passive Perception 11
  • Languages Ewokese, Galactic Basic (understands, but cannot speak)
  • Challenge 1/2 (100 XP)

Keen Smell. The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

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

Actions

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) kinetic damage and 3 (1d6) poison damage.

Wooden Spear. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damge and 3 (1d6) poison damage.


Ewok Hunter

Small humanoid (ewok), chaotic balanced


  • Armor Class 14 (bone armor)
  • Hit Points 36 (8d6+8)
  • Speed 25 ft., climb 25 ft.

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

  • Skills Nature +2, Perception +4, Stealth +5, Survival +4
  • Senses passive perception 14
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Surprise Attack. The ewok hunter has advantage on attacks againts creatures that it has surprised.

Treeclimber. The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Actions

Multiattack. The Ewok Hunter makes two attacks.

Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damge and 3 (1d6) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) kinetic damage and 3 (1d6) poison damage.

Reactions

Evasive. When the Ewok Hunter misses with an attack, it can move up to 5 feet without provoking attacks of opportunity.


Ewok Assault Gunner

Small humanoid (ewok), chaotic balanced


  • Armor Class 14 (natural armor)
  • Hit Points 54 (12d6+12)
  • Speed 25 ft., climb 25 ft.

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

  • Skills Nature +3, Perception +4, Stealth +5, Survival +4, technology +3
  • Senses passive perception 14
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 2 (450 XP)

Keen Smell. The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Treeclimber. The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Actions

Multiattack. The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

Ability Description. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damge and 3 (1d6) poison damage.

Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Burst. The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.


Ewok Warchief

Small humanoid (ewok), chaotic balanced


  • Armor Class 15 (natural armor)
  • Hit Points 82 (15d6+30)
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

  • Saving Throws Str +6
  • Skills Athletics +6, Nature +4, Perception +5, Stealth +7, Survival +5
  • Senses passive perception 15
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 5 (1,800 XP)

Brute. The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included).

Keen Smell. The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Second Wind (1/short or long rest). As a bonus action, the Ewok Warchief regains 10 hit points.

Treeclimber. The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Warcry. As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.

Actions

Multiattack. The Ewok Warchief makes two attacks.

War Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damge and 7 (2d6) poison damage.

Action Surge (1/short or long rest). The Ewok Warchief makes 4 attacks.

Excavation Droids

Excavation droids are class V droids built for breaking rock and removing dirt and debris from various sources including mines, construction sites, and demolition zones.

XK-V8 Excavation Droid

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities.

This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.



XK-V8 Excavation Droid

Medium Droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 39 (7d8+7)
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison psychic
  • Condition Immunities poison, disease
  • Skills Athletics +4
  • Senses darkvision 60ft, passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge CR 1/2 (100 XP)

Traits

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Leaping Strike (1/Rest). The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

Powerful Build. The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Actions

Excavation Tools. Melee Weapon Attack: +4, range 5ft, one target. Hit 5 (1d6+2) kinetic damage.

Galactic Army


Trooper, Sapper

Medium Humanoid


  • Armor Class 15 (Light Battle Armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 40ft.

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

  • Senses darkvision 60 ft., passive Perception 10
  • Language Galactic Basic, one other
  • Challenge 1/2 (100 XP)

Tech-Casting. The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Sapper has 7 tech points and knows the following powers:

At will: ion blast, ionic stike, on/off
1st level: oil slick, overload, energy shield

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 1) energy damage.

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


Trooper, Field Medic

Medium Humanoid


  • Armor Class 15 (Light Battle Armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 40ft.

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

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, one other
  • Challenge 1/4 (50 XP)

Tech-Casting. The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Field Medic has 7 tech points and knows the following powers:

At will: temporary boost, electroshock, assess the situation
1st level: expeditious retreat, kolto pack, flash

Actions

Hold-out Blaster. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) energy damage.

Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 kinetic damage.

AT-PT

The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT.

AT-PTs are made to take single troopers into intense combat situations on their own, with the firepower of a squad. They stand only three meters tall, and are driven by AT-PT pilots.

The walkers are capable of reaching speeds
up to 60 kilometers per hour and can climb a 45-degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The cockpit entry hatch is on the side, while the emergency flare launcher is just above the viewport.

The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms fire cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only effective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units).

The units often travel in packs for increased firepower.

The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana fleet, and many were lost when the fleet itself vanished.

During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.



AT-PT

Huge construct, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 136 (16d10+48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (0) 14 (+2) 7 (-2)

  • Saving Throws Str +7, Dex +6, Con +6
  • Damage Immunities poison, necrotic
  • Damage Resistance psychic
  • Damage Vulnerabilites Ion
  • Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petrified
  • Challenge 7 (2,900 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.


Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

Vulnerable Interior. The AT-PT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack. The construct makes three attacks with its repeating blaster cannon.

Repeating Blaster Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (2d8+3) damage.

Mortar Launcher (Recharge 5-6). The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a succesful one.

AT-DP

The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers.

The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The cockpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, fire the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the cockpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors.

Each walker possesses armor strong enough to protect from blaster fire. Missile launchers and explosives are effective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress.

AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.



All Terrain Defense Pod

Huge Construct, unaligned


  • Armor Class 18
  • Hit Points 147 (14d12+56)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 10 (0) 14 (+2) 7 (-2)

  • Saving Throws Str +8, Con +8
  • Damage Immunities poison, necrotic
  • Damage Resistance psychic
  • Damage Vulnerabilites Ion
  • Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petrified
  • Challenge 9 (5,000 XP)

Towering. Creatures of Medium size or smaller can stand in the AT-DPs space.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Vulnerable Interior. The AT-DP's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Armor Slits. Slits on the sides of the AT-DP's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. Trooper must use it's own action. The Walker would provide full cover for the trooper while still allowing them to shoot their blaster.

Actions

Medium Repeating Blaster. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 25 (4d10+3) energy damage.

Stomp. All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

Galactic Civil Service

The Galactic Republic, the Galactic Empire, and the New Republic have all been run by a civillian core that includes the Senate, a vast bureaucracy of civil servants, and the highly trained warriors entrusted to protect them.

Imperial Senate Guard

The Imperial Senate Guard is an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose is to ensure that the Imperial Senate remains loyal to Emperor Palpatine, the architect of the New Order. The Imperial Senate Guard's armor is blue-colored, and they are trained solely in melee combat, being equipped with cortosis staffs and personal energy shields that are powerful enough to deflect lightsaber attacks.


Imperial Senate Guard

Medium humanoid (human), lawful dark side


  • Armor Class 17 (battle armor and personal shield)
  • Hit Points 49 (9d8+9)
  • Speed 30.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (0)

  • Damage Resistances Energy from melee weapons
  • Skills Perception +3, Insight +3
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Choreography of Belligerence. The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Imperial Senate Guard makes two attacks.

Cortosis Staff. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) kinetic damage.


"We are an Empire ruled by the majority! An Empire ruled by a new Constitution! An Empire of laws, not of politicians! An Empire devoted to the preservation of a just society. Of a safe and secure society! We are an Empire that will stand for ten thousand years!"

―Palpatine

Imperial Senate Sentinel

A subdivision of the Senate Guard, the Senate Sentinels were charged with protecting the Jedi Temple on Coruscant from looters and were specially trained to kill Jedi. Their armor and robes were gray and white, and they wield powerful force pikes that can effectively block a Jedi's lightsaber. They have robotic voices and are thought to be cyborgs.


Imperial Guard Sentinel

Medium humanoid (human), lawful dark side


  • Armor Class 17 (powered durasteel armor)
  • Hit Points 84 (13d8+26)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 17 (+3) 10 (0) 16 (+3) 9 (+0)

  • Damage Resistances Energy from melee weapons
  • Skills Perception +6, Insight +6
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 6 (2,300 XP)

Choreography of Belligerence. The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Force Pike. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 8 (1d10+3) kinetic damage plus 6 (2d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.

Villains

Royal Guard

The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard or the Red Guard, is an elite unit whose members serve as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards are a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualify for duty in the Royal Guard. The Imperial Royal Guard is also occasionally assigned to provide protection to members of the Imperial Ruling Council and even Lord Vader himself.



Imperial Royal Guard

Medium humanoid (human), lawful dark side


  • Armor Class 17 (powered battle armor)
  • Hit Points 91 (14d8+28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (0) 17 (+3) 9 (-1)

  • Saving Throws Dex +6, Con +7, Wis, +7
  • Skills Athletics +8, Perception +7, Insight +7
  • Senses passive Perception 17
  • Languages Glactic Basic
  • Challenge 9 (5,000 XP)

Choreography of Belligerence. The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Imperial Royal Guard makes two attacks.

Vibroblade. Melee Weapon Attack: +8 to hit, hit, reach 5ft., one target. Hit: 8 (1d8+4) kinetic damage.

Force Pike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 9 (1d10+4) kinetic damage plus 12 (4d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

Reactions

Parry. The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.




Villains

Shadow Guard

The Emperor's Shadow Guard is an organization of elite, Force-sensitive soldiers. Many suspect that they are former Jedi that have been captured, tortured, and brainwashed by Palpatine. They have been trained by Darth Vader. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and are often sent to eliminate suspected Jedi and other Force users. The Shadow Guards command a great level of respect within the Empire's ranks and often lead quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members are often guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard,



Imperial Shadow Guard

Medium humanoid (human), lawful dark side


  • Armor Class 17 (powered battle armor)
  • Hit Points 118 (15d8+45)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 12 (+1) 10 (0) 19 (+4) 11 (0)

  • Saving Throws Dex +8, Con +5, Wis +8
  • Skills Athletics +9, Perception +8, Insight +8
  • Senses passive Perception 18
  • Languages Glactic Basic
  • Challenge 10 (5,900 XP)

Devotion. The Imperial Shadow Guard has advantage on saving throws against being charmed or frightened.

Forcecasting. The Imperial Shadow Guard's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: force pull/push

3/day each: affliction, hex, saber reflect, wound, sap vitality

1/day each: master speed, force lighting, choke

Actions

Multiattack. The Imperial Shadow Guard makes two attacks.

Blaster Pistol. Ranged Weapon Attack: +8 to hit, range 40/160, one target. Hit: 7 (1d6+4) energy damage.

Lightsaber Pike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 10 (1d10+5) energy damage.

Villains





























Sovereign Protectors

Imperial Sovereign Protectors, also known as Royal Guard Champions, are the most elite cadre of guardsmen in Imperial service.

Only the best of the elite Emperor's Royal Guard are specially chosen to become Sovereign Protectors. They endure years of selection procedures and training aimed at achieving perfection in soldiering. Extreme standards are set for combat fitness, stamina, strength, dexterity, mental acuity, reaction time, loyalty and intelligence. Their combat training includes the use of heavy blaster pistols and the deadly double vibroblade. They also have access to Emperor's Royal Guard TIE/IN starfighters, and are often sent on extremely vital missions.




Imperial Royal Guard Champion

Medium humanoid (human), lawful dark side


  • Armor Class 18 (heavy durasteel armor)
  • Hit Points 180 (24d8+72)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 13 (+1) 11 (0) 16 (+3) 19 (+4)

  • Saving Throws Con +5, Int +4, Wis +7
  • Condition Immunities Frightened
  • Skills Intimidation +8, Perception +7
  • Senses passive Perception 117
  • Languages Galactic Basic
  • Challenge 11 (7,200 XP)

Forcecasting. The Royal Guard Champion's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At will: enfeeble

2/day each: battle meditation, fear, battle precognition

Choreography of Belligerence. The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

Rally the Troops. As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Actions

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

Doublesword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8+4) kinetic energy.

Reactions

Parry. The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.

Villains


Galactic Senator

Medium humanoid (human), lawful light


  • Armor Class 17 (fiber armor, light shield)
  • Hit Points 130 (28d8+0)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 24 (+7) 16 (+3) 18 (+4)

  • Saving Throws Dex +8, Int +11, Cha + 8
  • Skills Deception +12, Insight +11, Investigation +11, Lore +11, Persuasion +12,
  • Condition Immunities charmed, frightened
  • Senses passive Perception +13
  • Languages Galactic Basic, Ithorese, Mon Calmarian
  • Challenge 10 (5,900 XP)

Critical Analysis. The Galactic Senator can use her Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.

Inspiring Leader (3/day). As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.

Incite (3/day). The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn.

Reassemble (3/day). The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

Legendary Resistance (3/Day). When the Galactic Senator fails a saving throw, she can choose to succeed instead.

Multitasker. The Galactic Senator can take two reactions each round. She can only take one reaction per turn.

Tyrannical Strike (3/day). When the Galactic Senator hits a creature with a weapon attack, she can use her reaction to issue a one-word command to a creature who can see or hear her. Add 1d10 to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.

Actions

Multiattack. When the Galactic Senator makes three weapon attacks.

Heavy Pistol Ranged Weapon Attack. +8 to hit, range 40/160, one target. Hit 16 (3d8+4) energy damage.

Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (2d4+4)

Force of Personality. The Galactic Senator suggests a reasonable-sounding and simple course of action to influence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the effect ends.

Reactions

Call the Guards. When a creature makes an attack roll against the Galactic Senator, she can use her reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the ally’s attack roll.

Villains

Geonosians

Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires.

Geonosians have a hard chitin exoskeleton that pro-vides protection from physical impacts and bouts of radiation that occasionally showers their world, elon-gated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame.

They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid-fluttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height.

The majority of Geonosians are content to remain within their caste until they die. Workers are condition-ed to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to benefit those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.


Geonosian Warrior

Medium humanoid, lawful balanced


  • Armor Class 15 (Natural Armor)
  • Hit Points 30 (4d8+12)
  • Speed 30 ft. 30ft fly.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 8 (-1) 11 (+0) 8 (-1)

  • Skills Stealth +5
  • Senses Darkvision 60ft, passive Perception 10
  • Languages Geonosian
  • Challenge 1 (200 XP)

Actions

Electrostaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

Sonic Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) sonic damage.


Geonosian Elite Warrior

Medium Humanoid, lawful balanced


  • Armor Class 16 (Natural Armor)
  • Hit Points 90 (11d8+45)
  • Speed 30ft. 30ft fly.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Str +6, Dex +4, Con +5
  • Skills Athletics +6, Perception +2, Stealth +4
  • Senses Darkvision 60ft, passive Perception 13
  • Languages Geonosian
  • Challenge 4 (1100 XP)

Hive Mind. Any allied Geonosian within 15 feet of the Elite Warrior has advantage on all attacks, killing him will cause disadvantage in all beneficiaries for 1 turn.

Actions

Multiattack. The Elite Warrior attacks twice with his pistol, or his electrovoulge.

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

Electrovoulge. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

Villains






















Imperial Knights

The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order.

The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance.

Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as "Imperial Jedi".

Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way.

The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side.

Training. Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.
























Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training was geared towards transforming themselves into living weapons and shields.

Equipment. Each Imperial Knight carries a standard-
ized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force.

The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape.

Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi.

The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields.

The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.

Villains













Imperial Knight Squire

Medium humanoid (human), lawful neutral


  • Armor Class 17 (powered battle armor)
  • Hit Points 64 (8d8+28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 9 (-1)

  • Saving Throws Dex +6, Con +7, Wis +7
  • Damage resistance energy from unenhanced weapons
  • Skills Athletics +8, Perception +7, Insight +7
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Forcecasting The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points). It knows the following Force Powers:
At will: force pull/push, force disarm, saber reflect
1st level: force jump, force throw, phase strike
2nd level: animate weapon, phase walk, rescue

Praetoria Vonil The Imperial Knight Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Actions

Multiattack. The Imperial Knight Squire makes two attacks with its Martial lightsaber

Martial Lightsaber Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d10+1d8+4) energy damage.

Reactions

Cortosis Gauntlet. The Imperial Knight Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn

Praetoria Ishu When a creature that the Imperial Knight Squire can see attacks a target other than the Imperial Knight Squire that is within 5 feet of the Imperial Knight Squire, the Imperial Knight Squire can use its reaction to impose disadvantage on the attack roll.



Imperial Knight

Medium humanoid (human), lawful neutral


  • Armor Class 17 (powered battle armor)
  • Hit Points 91 (14d8+28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

  • Saving Throws Dex +6, Con +7, Wis, +8
  • Damage resistance energy from unenhanced weapons
  • Skills Athletics +9, Perception +8, Insight +8
  • Senses passive Perception 18
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Advanced Praetoria Vonil The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).

Forcecasting. The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points). It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect
1 level: burst of speed, force jump, force throw, tremor, phasestrike
2nd level: animate weapon, phase walk, rescue
3rd level: convulsion, knight speed, server force, telekinetic storm

Actions

Multiattack. The Imperial Knight makes two attacks with its Martial lightsaber

Martial Lightsaber Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (1d10+2d8+5) energy damage.

Reactions

Cortosis Gauntlet. The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn

Praetoria Ishu When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

Villains




































Imperial Knight Master

Medium humanoid (human), lawful neutral


  • Armor Class 18 (Heavy Durasteel Armor)
  • Hit Points 180 (24d8+72)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 13 (+1) 20 (+5) 12 (+1)

  • Saving Throws Dex +6, Con +7, Wis, +8
  • Damage resistance energy from unenhanced weapons
  • Skills AAthletics +12, Perception +9, Insight +9
  • Senses passive Perception 19
  • Languages Galactic Basic
  • Challenge 16 (15,000 XP)

Master Praetoria Vonil The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included).

Forcecasting. The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points).

It knows the following Force Powers:


At will: force pull/push, force disarm, saber reflect
1 level: burst of speed, force jump, force throw, tremor, phasestrike
2nd level: animate weapon, phase walk, rescue
3rd level: convulsion, knight speed, server force, telekinetic storm
4th level: freedom of movement
5th level: improved phasestrike, improved phasewalk, telekinesis

Actions

Multiattack. The Imperial Knight Master makes three attacks with its Martial lightsaber

Martial Lightsaber Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (1d10+3d8+6) energy damage.

Reactions

Cortosis Gauntlet. The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn

Praetoria Ishu When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

Villains

Imperial Navy



Imperial Admiral

Medium humanoid, lawful dark


  • Armor Class 16 (Battle Armor, 18 with tactical advantage)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 11 (+0) 14 (+2)

  • Saving Throws Dex +7, Int +8
  • Skills Intimidation +6, Perception +4, Piloting +8
  • Senses passive perception 14
  • Languages Galactic Basic
  • Challenge 9 (5,000 XP)

Superior Aura of Command. Friendly creatures that can see and hear the Admiral within 30 feet of it add a +4 bonus to their attack and damage rolls. This effect ends if the Admiral is incapacitated.

Techcasting. The Admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows the following tech powers:

At will: assess the situation, electroshock, targeting shot

1st-level: energy shield, expeditious retreat, spot the weakness, toxin scan

2nd-level: paralyze humanoid, toxin purge, truth serum

3rd-level: tactical advantage

Tech Resistance. The Admiral has advantage to resist tech powers and other tech effects.

Actions

Multiattack. The Imperial Admiral makes three attacks.

Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage.

Vibrodagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.

Call to Attack. Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack.

Rally Allies. The officer targets up to four allies within 120 feet that can hear it and are currently suffering from a fear or charm effect. The fear or charm effect is removed

Reactions

Human Shield. When the officer is targeted by a ranged attack while an ally is within 5 ft of it, the officer can use its reaction to cause that ally to be targeted by the attack instead.

Jedi

The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions affiliated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in self-defense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and different colors such as blue, green, purple or yellow.

History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into conflict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twenty-two years before the Battle of Yavin. Faced with a pan-galactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of conflict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy.

After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices.

Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and find serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength.

Members of the Jedi Order hold various positions within the Order at times. These include:

  • Jedi youngling: A young child who is Force-sensitive would be identified at birth and taken to the Jedi Temple on Coruscant to be trained as a Jedi. They would be put into classes of other Jedi younglings and trained together before being taken as an apprentice by a Jedi Knight. Younglings were not to be trained once they had reached a certain age, with the sole exception to this rule being Anakin Skywalker. Younglings would participate in the Gathering, which was the pilgrimage to the Ilum Temple to gain a kyber crystal for their lightsaber.

  • Padawan: A youngling who has been chosen by a Jedi Knight or Jedi Master to train under their tutelage personally into becoming a fully fledged Jedi Knight. Their readiness was decided by the Initiate Trials. Padawans wore a braid.

  • Jedi Knight: Once a Padawan has successfully passed the Jedi trials, they are granted the rank of Jedi Knight and may be sent out on missions of their own, no longer under the tutelage of a master.

  • Jedi Master: A Jedi Knight was granted the rank of Jedi Master and offered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master.

  • Grand Master: The leader of the Jedi High Council, the position of Grand Master was given to the oldest and considered to be the wisest member of the Jedi Order.

Some members of the Jedi Order had specific titles and roles within the Order. These included:

  • Master of the Order: This position is assumed by the leader of the Jedi Order. He or she had to be voted unanimously into the position by the Jedi High Council.

  • Jedi Temple Guard: Headed by Cin Drallig during the Clone Wars, these anonymous Jedi guarded the Jedi Temple with lightsaber pikes.

  • Jedi investigator: Detectives aiding police with the use of the Force. They also use crime scene analysis droids.

  • Consular Jedi: The ones who devoted themselves to the study of diplomacy or science, avoiding combat and warfare duties.

  • Chief Librarian: The overseer of the Jedi Archives and Holocron Vault.

Villains

Jedi Youngling

Small humanoid, lawful light


  • Armor Class 10
  • Hit Points 4 (1d6)
  • Speed 25 ft. walk

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 9 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Galactic Basic, any one other
  • Challenge 0 (10 XP)

Forcecasting. Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points).

Jedi Youngling knows the following force powers:

At-will: affect mind, force disarm, force push/pull
1st level: breath control, disperse force, heroism, sense emotion, sense force

Actions

Shoto Saber Melee Weapon Attack: +0 to hit, range 5 ft., one target. Hit 3 (1d6) energy damage.

Jedi Younglings

Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment.

Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the deflection of blaster shots fired by training droids.

The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which first requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and significant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel off-world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber.

The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings
of a thousand generations.

Villains

Jedi Padawan

A Padawan learner, or Apprentice, refers to a Force-sensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight.

Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.



Jedi Padawan

Medium humanoid (any), any light


  • Armor Class 11 (14 with battle precognition)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

  • Skills Lore +3, Medicine +3, Perception +4
  • Senses passive Perception 14
  • Languages Galactic Basic and two others
  • Challenge 2 (450 XP)

Forcecasting. The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points. The padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence
1st-level: cloud mind, heal, project, valor
2nd-level: calm emotions, force barrier

Actions

Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) energy damage.


Mirialan Jedi Padawan

Medium Humanoid (Mirialan), lawful light


  • Armor Class 14 (17 with battle precognition)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10(+1) 18 (+4) 8 (-1)

  • Skills Medicine+7, Perception +7, Acrobatics +7, Insight +7
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 5 (1,800)

Surprise Attack (1/rest). If the Padawan surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

Cunning Action. The Padawan can use a bonus action to take the Dash, Disengage, or Hide action.

Force Enhanced Attacks. The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points). The Padawan knows the following force powers:

At-will: saber reflect, give life, force push/pull,force disarm, spare the dying, saber throw, burst
1st level: slow descent, battle precognition, force jump, force throw, heal
2nd level: stun droid
3rd level: telekinetic storm, knight speed, share life

Actions

Multiattack. When the Jedi makes two lightfoil attacks.

Lightfoil. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8+4)

Villains

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Mirialan Fallen Jedi

Medium Humanoid (Mirialan), chaotic dark


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 110 (20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 14 (+2) 10(+1) 18 (+4) 20 (+5)

  • Saving Throws* Dex +10, Wis +8, Cha +9
  • Skills Intimidation+9, Perception +8, Acrobatics +14, Deception +9
  • Senses passive Perception 18
  • Languages Galactic Basic
  • Challenge 10 (5,900)

Surprise Attack (1/rest). If the Jedi surprises a creature and hits it with an attack on the Jedi's first turn, the attack deals an extra 2d6 damage.

Cunning Action. The Jedi can use a bonus action to take the Dash, Disengage, or Hide action.

Two Weapon Mastery The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

Avoidance. If the Fallen Jedi 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.

Force Enhanced Attacks. The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

Forcecasting. The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points). The Fallen Jedi knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind, saber throw, burst
1st level: slow descent, battle precognition, force jump, force throw, phase strike, hex
2nd level: stun droid, phasewalk, darkness
3rd level: dark aura, knight speed, sever force, force repulse, choke
4th level: improved force camoflauge
5th level: telekinesis

Actions

Multiattack. The Jedi makes three lightfoil attacks or two lightfoil attacks and two offhand lightfoil attacks.

Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (3d8+6)

Offhand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d8+6)

Reactions

Parry The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon.

Villains










































Jedi Padawan Healer

Medium Humanoid (any), lawful light


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 50 (9d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 14 (+2) 20 (+5) 14 (+2)

  • Skills Perception +7, Insight +7, Medicine +9,
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 3 (700)

Triage. Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized.

Disciple of Life. Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

Forcecasting. The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points). The Jedi Healer knows the following force powers:

At-will: saber reflect, spare the dying, force technique, force push/pull, turbulance
1st level: heal,battle precognition
2nd level: force barrier, restoration, stun, force enlightenment, battle meditation, phase walk
3rd level: telekinetic storm, knight speed, becon of hope, server force
4th level: aura of purity
5th level: improved restoration, improved force barrier, improved heal, revitalize, stasis, improved battle meditation

Actions

Preserve Life. As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

Lightsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2)

Villains

Jedi Padawan Urchin

Medium humanoid, chaotic light


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dex +5, Wis +5
  • Skills Acrobatics +5, Deception +2, Insight +5, Perception +5, Persuasion +2, Piloting +4, Technology +4
  • Senses passive perception 15
  • Languages Galactic Basic, Binary
  • Challenge 3 (700 XP)

Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points. The jedi urchin knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: breath control, battle precognition, force jump, heal, project

2nd-level: battle meditation, force confusion, phasewalk

Actions

Multiattack. The jedi urchin makes two melee attacks or two ranged attacks.

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

Hilt Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage.

Stunning Bolt (recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

Jedi Knight

Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.




Jedi Knight Peacekeeper

Medium Humanoid (any), lawful light


  • Armor Class 14 (17 with battle meditation)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10(+1) 16 (+3) 8 (-1)

  • Skills Athletics+7, Perception +6, Acrobatics +7, Insight +6
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 5 (1,800)

Light Weapon Expert Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

Great Weapon Fighting. While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Force Enhanced attacks. The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points). The Jedi Peacekeeper knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge
1st level: battle precognition, phase strike, force throw
2nd level: stun, animate weapon, rescue, phase walk
3rd level: telekinetic storm, knight speed, sever force

War Casting. When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

Actions

Multiattack. When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

Greatsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (1d8+2d6+4)

Villains

Jedi Knight Seer

Medium humanoid (any), any light


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 13 (+1) 18 (+4) 13 (+1)

  • Saving Throws Wis +6
  • Skills Lore +3, Medicine +6, Persuasion +3
  • Senses passive Perception 14
  • Languages Galactic Basic and two others
  • Challenge 3 (700 XP)

Preserve Life. As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

Forcecasting. The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points. The sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence
1st-level: battle precognition, burst of speed, heal, project
2nd-level: force barrier, force enlightenment, stun
3rd-level: knight speed, share life

Actions

Shotosaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) energy damage.


Jedi Knight Sage

Medium humanoid (any), any universal


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 12 (+1) 19 (+4) 11 (+0)

  • Saving Throws Int +4, Wis +7
  • Skills Lore +4, Medicine +7
  • Senses passive Perception 13
  • Languages Galactic Basic and two others
  • Challenge 6 (2,300 XP)

Forcecasting. The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points. The sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence
1st-level: breath control, battle precognition, force jump
2nd-level: battle meditation, force confusion, phasewalk
3rd-level: force suppression, sever force, telekinetic gust
4th-level: force immunity, freedom of movement
5th-level: improved battle meditation

Actions

Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) energy damage.


Jedi Knight Rebel

Medium humanoid, chaotic light


  • Armor Class 14 (17 with battle precogniton, 19 with knight speed)
  • Hit Points 104 (16d8+32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4 14 (+2) 16 (+3) 18 (+4) 16 (+3)

  • Saving Throws Dex +7, Int +6, +Wis +7
  • Skills Acrobatics +7, Deception +6, Insight +7, Perception +7, Persuasion +6, Piloting +6, Technology +6
  • Senses passive perception 17
  • Languages Galactic Basic, Binary
  • Challenge 8 (3,900 XP)

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

Forcecasting. The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points. The Jedi rebel knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence

1st-level: battle precognition, burst of speed, force jump, heal, project

2nd-level: battle meditation, force confusion, force throw, phasewalk, stun

3rd-level: knight speed, sever force telekinetic storm

4th-level: freedom of movement, mind trap

5th-level: telekinesis

Force-enhanced attacks. The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included).

Force Resistance. The Jedi has advantage on saving throws against force powers and effects.

Actions

Multiattack. The Jedi rebel makes three melee attacks or three ranged attacks.

Shotosaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) energy damage.

Blaster Pistol. Ranged Weapon Attack: +7 to hit, ranged 40/160 ft., one target. Hit: 11 (2d6+4) energy damage.


Jedi Knight Survivor

Medium humanoid, neutral light


  • Armor Class 15 (18 with battle precognition)
  • Hit Points 150 (20d8+60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 15 (+2) 20 (+5) 14 (+2)

  • Saving Throws Dex +9, Cha +6
  • Skills Athletics +7, Acrobatics +9, Insight +9, Lore +6, Perception +9, Piloting +6, Stealth +9
  • Senses passive perception 19
  • Languages Galactic Basic, Binary, Huttese, Shyriiwook.
  • Challenge 10 (5,900 XP)

Agile Fighter. When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action.

Forcecasting. The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points. The Jedi survivor knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber reflect, turbulence
1st-level: burst of speed, cloud mind, heal, project, valor
2nd-level: calm emotions, force barrier
3rd-level: knight speed, sever force
4th-level: force immunity, improved force camouflage

Kinetic Combat. Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn.

Double Strike. The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

Actions

Multiattack. The Jedi survivor makes three attacks or it casts a force power and makes one attack.

Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) energy damage.

Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged 40/160 ft., one target. Hit: 10 (2d6+5) energy damage.

Force-Empowered Detonators (5/short or long rest). The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.































Jedi Knight, Combat Healer

Medium humanoid (human), lawful light


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 140 (21d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 20 (+5) 12 (+1)

  • Saving Throws Wis +8, Cha +4
  • Skills Insight +8, Lore +4, Persuasion +4
  • Senses passive Perception 15
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Defiant (1/rest). The healer can roll 1d4 and add it to a skill check or saving throw.

Disciple of Life. When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level.

Force-Empowered Casting. The the healer casts a force power, it can expend additional force points to modify the power, chosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Forcecasting. The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect, Saber Ward, Spare the Dying
1st-level: Battle Precognition, Heal, Project, Sanctuary
2nd-level: Rescue, Restoration, Stun
3rd-level: Beacon of Hope, Remove Curse, Share Life
4th-level: Aura of Purity, Force Immunity, Freedom of Movement
5th-level: Improved Heal

Actions

Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage.

Preserve Life (5/day). The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

Reactions

Force Shield (3/day). When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

Villains



































Jedi Knight, Focused Adept

Medium humanoid (Twi'lek), any light alignment


  • Armor Class 15 (18 with battle precognition)
  • Hit Points 131 (20d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 15 (+2)

  • Saving Throws Dex +8, Cha +7
  • Skills Acrobatics +8, Perception +6, Performance +5, Persuasion +5
  • Resistances Poison
  • Senses Darkvision 60 ft.
  • Languages Galactic Basic and Twi’leki
  • Challenge 7 (2,900 XP)

Kinetic Combat. When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage.

Force-Empowered Self. When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

Deflection. The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

Double Strike. The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

Slow Time. The Jedi adept increases its speed by 5 x 1d6.

Blade Dance. When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

Blade Storm. Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage.

Forcecasting. The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber ward
1st-level: battle precognition, cloud mind, heal, project, sanctuary, sense emotion, sense force, slow descent
2nd-level: danger sense, animate weapon, force camouflage, force sight
3rd-level: force repulse, sever force, knight speed

Actions

Multiattack. The Jedi adept makes two lightfoil attacks.

Lightfoil. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 9 (1d8+5) energy damage.

Unarmed Strike. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage.

Villains


Jedi Knight, Sage

Medium Humanoid (any), lawful light


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 50 (9d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 14 (+2) 20 (+5) 14 (+2)

  • Skills Perception+8, Insight+8, Medicine+8, Acrobatics +6
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 5 (1,800)

Quickened Power (3/day). The Jedi can cast a power that has a casting time of 1 action as a bonus action.

War Caster. The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

Forcecasting. The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points). The Jedi Sage knows the following force powers:

At-will: saber reflect, force disarm, force technique, force push/pull, turbulance
1st level: heal, battle precognition, phase strike
2nd level: animate weapon, stun, battle meditation, phase walk
3rd level: telekinetic storm, knight speed, plant surge, force repulse
4th level: mind trap, grasping vine
5th level: mass animation, improved phase strike, improved heal, improved phase walk, stasis, improved battle meditation
6th level: telekinetic burst, wall of light

Actions

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

Reactions

War Caster. When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.













Jedi Knight, Weapon Expert

Medium Humanoid (any), lawful light


  • Armor Class 18 (heavy combat suit, +1 from two weapon mastery (included))
  • Hit Points 98 (15d8+30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 10(+1) 16 (+3) 8 (-1)

  • Skills Athletics+5, Perception +6, Acrobatics +8, Insight +6
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 7 (2900)

Two Weapon Mastery The Jedi adds it's ability modifier to two-weapon fighting damage. The Jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without it's proficiency bonus.

Avoidance. If the creature 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.

Force Enhanced attacks. The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

Forcecasting. The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points). The Jedi knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge, burst
1st level: slow descent, phase strike, force throw
2nd level: stun, battle meditation, phase walk
3rd level: telekinetic storm, knight speed, sever force, force repulse
4th level: freedom of movement, force immunity

Actions

Multiattack. The Jedi makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.

Doublesaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 17 (3d8+5)

Offhand. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8+5)

Reactions

Double Bladed Strike The jedi can attack with both blades when making an opportunity attack

Villains


Jedi Knight, Temple Guard

Medium Humanoid (any), lawful light


  • Armor Class 14 (17 with battle precognition)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10(+1) 16 (+3) 8 (-1)

  • Skills Athletics+5, Perception +6, Acrobatics +7, Insight +6
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 5 (1,800)

Two Weapon Fighting The Jedi can add it's ability modifier to the damage of it's two-weapon fighting attack.

Force Enhanced attacks. The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points). The Jedi Healer knows the following force powers:

At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge, burst
1st level: slow descent, battle precognition, phase strike, force throw
2nd level: stun, phase walk
3rd level: telekinetic storm, knight speed, sever force, force repulse

Actions

Multiattack. When the Jedi makes three doublesaber attacks.

Doublesaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8+4)

Reactions

Double Bladed Strike The Jedi can attack with both blades when making an opportunity attack

Villains
























Jedi Chosen One

Medium Humanoid (human), chaotic light


  • Armor Class 22
  • Hit Points 210 (28d8+84)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 16 (+3) 18 (+4) 18 (+4) 26 (+8)

  • Saving Throws Str +12, Dex +10, Cha +14
  • Skills Athletics +12, Acrobatics +10, Piloting +16, Technology +16, Insight +10, Perception +10, Intimidation +12
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive perception +20
  • Languages Basic, Huttese, Binary
  • Challenge 22 (41,000 XP)

Reckless. At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Unarmored Defense. While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modifier to AC.

Great Weapon Fighting. The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll.

Force Resistance. The Chosen One has advantage on saving throws against force powers.

Djem So (1/Turn). If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage.

Combat Caster. When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

Legendary Resistance (3/Day). When the Chosen One fails a saving throw, he can choose to succeed instead.

Force-Empowered Strikes (3/day)(1/Turn). The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

Forcecasting. The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points). The Chosen One knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber reflect, saber throw
1st level: burst of speed, force jump, force throw, slow descent
2nd level: stun, stun droid, sever force
3rd level: telekinetic storm, knight speed, choke
4th level: freedom of movement, force immunity, disable droid, dominate beast
5th level: telekinesis, improved phase strike
6th level: crush, telekinetic burst
7th level: master speed, destroy droid

Actions

Multiattack. The Chosen One makes three greatsaber attacks.

Greatsaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (3d10+6) energy damage.

Legendary Actions

The Chosen One can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chosen Oneregains spent legendary actions at the start of his turn.

Move. Chosen One can move up to his speed without provoking opportunity attacks.

Forcecasting. Chosen One can cast an at-will force power.

Greatsaber Chosen One makes one Lightsaber attack.

Forcecasting (1 legendary action per power level). Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

Villains




































Jedi Infiltrator

Medium Humanoid (Twi'lek), chaotic light


  • Armor Class 15 (18 with battle precognition)
  • Hit Points 110 (14d8+42)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10(+1) 18 (+4) 16 (+3)

  • Damage Resistances poison
  • Skills Acrobatics +9, Slieght of Hand +9, Stealth +13, Perception +8, Performance +7, Deception +11,
  • Senses darkvision 60ft, passive Perception 18
  • Languages Galactic Basic, Twi'leki
  • Challenge 9 (5,000)

Sneak Attack (1/Turn). The jedi deals an extra 21 (6d6) 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 assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll.

Cunning Action. On each of its turns, the Jedi Infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

Avoidance. If the Jedi Infiltrator 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 fail

Natural Antitoxins. The Jedi has advantage on saving throws against poison and disease.

Forcecasting. The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points). The Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect, saber throw
1st level:battle precognition, force jump, force mask, force propel, slow descent
2nd level: calm emotions, force camouflage, stun, stun droid
3rd level: telekinetic storm, knight speed, sever force
4th level: disable droid, improved force camouflage
5th Level: telekinesis

Actions

Multiattack. When the Jedi makes three lightfoil attacks.

lightfoil. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8 + 5)

Reactions

Retreating Leap. When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.
















Aquatic Jedi Master

Medium humanoid (Nautolan), chaotic light


  • Armor Class 18 (heavy combat suit, light shield generator) or 20 (knight speed)
  • Hit Points 195 (30d8+60)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 15 (+2) 14 (+2) 20 (+5) 12 (+1)

  • Saving Throws Dex +10, Wis +10
  • Skills Acrobatics +10, Athletics +6, Insight +10, Perception +10
  • Senses Darkvision 90 ft., passive Perception 20
  • Languages Galactic Basic, Nautila
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/day). If the aquatic Jedi master fails a saving throw, it can choose to succeed instead.

Amphibious. The aquatic Jedi master can breath water.

Indomitable. The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.

Kinetic Combat. Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following effects:

Deflection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn.

The Way of the Sarlaac (1/day). The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.

Unpredictable Motion. Opportunity attacks against the aquatic Jedi master have disadvantage.

Force Empowered Strikes. The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

Ideal of the Agile. The aquatic Jedi can jump 40 feet.

Forcecasting. The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

At-will: affect mind, guidance, force disarm, force push/pull, mind trick, saber reflect, sonic charge
1st level: burst of speed, force jump, heal, sense force, slow descent
2nd level: calm emotions, coerce mind, force sight, rescue, stun droid
3rd level: force repulse, knight speed
4th level: disable droid, grasping vine, force immunity
5th-level: improved heal, revitalize
6th-level: eruption, telekinetic burst
7th-level: destroy droid

Actions

Multiattack. The Jedi makes three Lightfoil attacks.

Lightfoil. Melee Weapon Atack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) energy damage.

Force Bubble (Recharge 5-6). The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

Reactions

Kinetic Ward. When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

Legendary Actions

The aquatic Jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aquatic Jedi master regains spent legendary actions at the start of its turn.

Lightfoil. The aquatic Jedi master attacks with its lightfoil.

Move. The aquatic Jedi master moves up to its speed.

Forcecasting. The Jedi casts an at-will force power.

Villains


Rebel Jedi Master

Medium humanoid, neutral light


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 213 (25d8+100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 16 (+3) 16 (+3) 22 (+6) 14 (+2)

  • Saving Throws Dex +11, Wis +11, Cha +7
  • Skills Athletics +9, Acrobatics +11, Insight +11, Lore +8, Perception +11, Piloting +8, Stealth +11
  • Senses blindsight 30 ft., passive perception 21
  • Languages Galactic Basic, Binary, Huttese, Shyriiwook.
  • Challenge 15 (13,000 XP)

Agile Fighter. When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action.

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

Forcecasting. The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points. The Jedi knows the following force powers:

At-will: force push/pull, force disarm, give life, guidance, saber reflect, turbulence
1st-level: burst of speed, cloud mind, force jump, heal, project, valor
2nd-level: calm emotions, force barrier, force camouflage, force sight, force throw
3rd-level: beacon of hope, knight speed, sever force, telekinetic storm
4th-level: force immunity, improved force camouflage
5th-level: mass animation, telekinesis
6th-level: telekinetic burst

Force Sight. The Jedi is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.

Kinetic Combat. Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional effects:

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

Legendary Resistance (3/day). If the Jedi fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Jedi makes three attacks or it casts a force power and makes one attack.

Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) energy damage.

Blaster Pistol. Ranged Weapon Attack: +11 to hit, ranged 40/160 ft., one target. Hit: 15 (3d6+5) energy damage.

Force-Empowered Detonators (6/short or long rest). The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

Legendary Actions

The rebel jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The rebel jedi master regains spent legendary actions at the start of its turn.

Move. The jedi rebel master moves up to its speed without provoking attacks of oppurtunity.

At-will Power. The rebel jedi master casts an at-will force power.

Dashing Strike (Costs 2 Actions). The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving.

Cast Force Power (Costs 3 Actions). The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.
























Kel Dor Jedi Master

Medium humanoid (Kel Dor), lawful light


  • Armor Class 17
  • Hit Points 150 (23d8+46)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 14 (+2) 14(+2) 18 (+4) 12 (+1)

  • Saving Throws Str 12, Dex +9, Wis +10
  • Skills Athletics + 12, Perception +10, Acrobatics +9, Piloting +8, Survival 10
  • Damage Resistances necrotic, kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60ft, passive Perception 20
  • Languages Galactic Basic, Kel Dor
  • Challenge 18 (20,000)

Combat Caster. When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action.

Forcecasting. The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, shock, sonic charge, turbulance
1st level: force propel, phase strike, slow descent, tremor
2nd level: animate weapon, force throw, phase walk, rescue, stun
3rd level: convulsion, force lightning, knight speed, sever force, telekinetic storm
4th level: disable droid
5th level: mass animation, telekinesis,
6th level: eruption, force chain lightning, telekinetic burst
7th level: whirlwind

Legendary Resistance. (3/Day). When the Jedi Master fails a saving throw, he can choose to succeed instead.

Life in the Void. The Jedi Master can survive for one hour within the vacuum of space.

Light Weapon Expert. Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

Telepathy. The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way.

Unarmored Defense. While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modifier to AC.

Actions

Multiattack. When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.

Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 20 (2d8+2d6+6)

Electric Judgement (Recharge 5-6). The Jedi Master emits bolts of yellow lightning from his finger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

Legendary Actions

The Jedi Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Master regains spent legendary actions at the start of his turn.

Move. Jedi Master can move up to his speed without provoking opportunity attacks.

Forcecasting. Jedi Master can cast an at-will force power.

Greatsaber Jedi Master makes one greatsaber attack.

Forcecasting (1 legendary action per power level). Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.



Jedi Redeemer

Medium humanoid (human), lawful light


  • Armor Class 21
  • Hit Points 163 (21d8+63)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 16 (+3) 18 (+4) 24 (+7) 20 (+5)

  • Saving Throws Str +12, Dex +10, Wis +13
  • Skills Acrobatics +10, Athletics +12, Perception +13, Piloting +16, Technology +10
  • Damage Resistances energy and kinetic from unenhanced sources
  • Condition Immunities Charmed, Frightened
  • Senses passive Perception 23
  • Languages Galactic Basic, Binary
  • Challenge 18 (20,000 XP)

Legendary Resistance (3/day). If the Jedi Redeemer fails a saving throw, it can choose to succeed instead.

Unarmored Defense. While wearing no armor and not wielding a shield, the Jedi Redeemer adds its Wisdom modifier to its AC.

Force Resistance. The Jedi Redeemer has advantage on saving throws force powers.

Way of the Krayt Dragon. If the Jedi Redeemer successfully hits a creature with a melee attack, it can choose another creature within 5 feet of the original target and within the Jedi Redeemer's reach. That creature takes 6 points of energy damage.

Forcecasting. The Jedi Redeemer is a 13th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 21, +13 to hit with force attacks, 59 force points). It knows the following force powers:

At-will: force disarm, force push/pull, mind trick, saber reflect, saber throw
1st-level: cloud mind, force jump, force propel, force throw, slow descent
2nd-level: calm emotions, coerce mind, force confusion, stun
3rd-level: telekinetic storm, knight speed, choke
4th-level: freedom of movement, force immunity, dominate beast
5th-level: dominate mind, stasis, telekinesis
6th-level: crush, mass coerce mind, telekinetic burst
7th-level: master speed

Actions

Multiattack. The Jedi Redeemer makes 3 greatsaber attacks.

Greatsaber. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target. Hit: 17 (2d6+1d8+6) energy damage.

Redemptive Aura. The Jedi Redeemer targets three creatures that it can see within 30 feet. The targets must make a DC 21 Wisdom saving throw. On a failure, the targets cannot take actions or reactions. At the end of an affected creature's turn or when an affected creature takes damage from the Jedi Redeemer or one of its allies, it may repeat the saving throw, ending the effect on a success.

Legendary Actions

The Jedi Redeemer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jedi Redeemer regains spent legendary actions at the start of his turn.

Move. The Jedi Redeemer can move up to its speed without provoking opportunity attacks.

Forcecasting. The Jedi Redeemer cast an at-will force power.

Greatsaber. The Jedi Redeemer makes one greatsaber attack.



























Jedi Commander

Medium humanoid (human), lawful light


  • Armor Class 16 (battle armor) or 18 (knight speed)
  • Hit Points 255 (30d10+90)
  • Speed 30 ft. walk

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 16 (+3) 22 (+6) 17 (+3)

  • Saving Throws Str. +11, Dex +8, Con +9, Wis +12
  • Skills Acrobatics +8, Athletics +11, Insight +12, Perception +12, Stealth, +8, Survival +12
  • Damage Resistances kinetic and energy damage, damage from force powers
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, any one other
  • Challenge 20 (25,000 XP)

Forcecasting. Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points).

Jedi Commander knows the following force powers:

At-will: affect mind, feedback, force disarm, force push/pull, mind trick, saber reflect
1st level: burst of speed, force jump, force throw, heal, heroism, improved feedback, sense force, slow descent
2nd level: calm emotions, coerce mind, force barrier, force enlightenment, force sight, rescue, restoration, stun droid
3rd level: force repulse, knight speed
4th level: disable droid, force immunity, freedom of movement
5th level: improved force barrier, telekinesis
6th level: true sight
7th level: destroy droid
8th level: master force barrier

Legendary Resistance (3/Day). When Jedi Commander fails a saving throw, he can choose to succeed instead.

Saber Reflect. Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

Actions

Multiattack. Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack.

Saber Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit 16 (2d10+5) energy damage.

Leadership (1/Rest). For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated.

Reactions

Force Shield Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

Legendary Actions

Jedi Commander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Commander regains spent legendary actions at the start of his turn.

Move. Jedi Commander can move up to his speed without provoking opportunity attacks.

Forcecasting. Jedi Commander can cast an at-will force power.

Forcecasting (1 legendary action per power level). Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level.

Saber. Jedi Commander makes one Saber attack.

Villains
























Jedi Vaapad Master

Medium humanoid (human), lawful light


  • Armor Class 21
  • Hit Points 170 (22d8+66)
  • Speed 30 ft. walk.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 16 (+3) 16 (+3) 22 (+6) 14 (+2)

  • Saving Throws Dex +12, Wis +10, Cha +12
  • Skills Athletics +12, Insight +12, Perception +18, Survival +12
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive Perception 26
  • Languages Basic, one other of your choice
  • Challenge 21 (30,000 XP)

Legendary Resistance (3/Day). When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead.

Unarmored Defense. While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modifier to AC.

Shatterpoint The Jedi Vaapad Master can choose one creature or object within 60 ft.:

If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This effect will last up to a minute.

If targeting an object. The Jedi Vaapad Master will be able to find the object's weak point and can make an attack roll and shatter the object on a hit.

Vaapad. The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment.

Combat Caster. When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

Forcecasting. The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points). The Jedi Vaapad Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber reflect, saber throw
1st level: burst of speed, force jump, force throw, slow descent
2nd level: stun, stun droid sever force
3rd level: telekinetic storm, knight speed
4th level: freedom of movement, force immunity
5th level: telekinesis, improved phase strike
6th level: crush, telekinetic burst
7th level: master speed, destroy droid

Actions

Multiattack. When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack.

Martial Lightsaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (2d8+1d10+6) energy damage.

Reactions

Vaapad strike The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

Legendary Actions

The Jedi Vaapad Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Vaapad Master regains spent legendary actions at the start of his turn.

Move. Jedi Vaapad Master can move up to his speed without provoking opportunity attacks.

Forcecasting. Jedi Vaapad Master can cast an at-will force power.

Martial Lightsaber Jedi Vaapad Master makes one Lightsaber attack.

Forcecasting (1 legendary action per power level). Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

Villains


















Jedi Grand Master

Small (yoda species), lawful light


  • Armor Class 19
  • Hit Points 270 (28d8+46)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 20 (+5) 18 (+4) 26 (+8) 20 (+5)

  • Saving Throws Dex +14, Con +12, Wis +15, Cha +12
  • Skills Acrobatics +21, Stealth +14, Sleight of hand +14, Insight +22, Perception +22, Medicine +14, Animal handling +22
  • Damage Immunities Necrotic, Posion; Kinetic, Energy, and Ion from non-enhanced weapons
  • Condition Immunities blinded, Charmed deafened, frightened Poisoned
  • Senses Truesight 120 ft, passive Perception 26
  • Languages Galatic Basic, Shyriiwook
  • Challenge 23 (50,000 XP)

Quickened Power (3/day) When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

Twinned Power (3/day) When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.

Force Senses. The Jedi Grand Master has advantage on Wisdom (Perception) Checks.

Force Resistance Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage.

Cunning Action. On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Combat Caster. When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack.

Legendary Resistance (3/Day). If the Jedi Grand Master fails a saving throw, he can choose to succeed instead.

Forcecasting. he Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points). The Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber reflect, saber throw
1st level: burst of speed, force jump, force throw, heal
2nd level: animate weapon, battle meditation, danger sense, phasewalk, stun, stun droid
3rd level: knight speed, share life, sever force, telekinetic storm
4th level: disable droid, force immunity, freedom of movement, mind trap
5th level: improved battle meditation, improved phase strike, improved phasewalk, mass animation, revitalize, skill empowerment, telekinesis
6th level: greater heal, telekinetic burst, true sight, wall of light
7th level: destroy droid, force mend, improved revitalize, master speed
8th level: earth quake, force link, mind blank, telekinetic wave
9th level: master battle meditation, master heal,precognition

Actions

Multiattack. When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.

Shotosaber. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 18 (1d6+ 2d8 + 7) energy damage

Reactions

Force Shield The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

Legendary Actions

The Jedi Grand Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jedi Grand Master regains spent legendary actions at the start of his turn.

At-Will Power. The Jedi Grand Master casts one of his at will powers.

Melee Attack The Jedi Grand Master can make one shotosaber attack.

Move. The Jedi Grand Master can move up to his speed without provoking opportunity attacks.

Preserve Life (Costs 2 Actions) The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

Villains


Jedi Ronin

Medium humanoid (togruta), chaotic light


  • Armor Class 19 (battle precognition) or 21 (knight speed)
  • Hit Points 195 (30d8+60)
  • Speed 40 ft. walk

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 14 (+2) 18 (+4) 20 (+5) 15 (+2)

  • Saving Throws Dex +12, Con +8, Wis +11
  • Skills Acrobatics +12, Athletics +8, Insight +11, Perception +11, Stealth, +12, Survival +11
  • Damage Resistances kinetic and energy damage from unenhanced weapons, damage from force powers
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 18
  • Languages Galactic Basic, Togruti
  • Challenge 19 (22,000 XP)

Battle Precognition. Jedi Ronin casts battle precognition on herself every morning.

Forcecasting. Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points).

Jedi Ronin knows the following force powers:

At-will: force disarm, force push/pull, force technique, guidance, mind trick, saber reflect
1st level: battle precognition, burst of speed, force jump, force throw, heroism, sense force, slow descent
2nd level: battle meditation, force enlightenment, force sight, rescue, stun droid
3rd level: force repulse, knight speed, remove curse
4th level: disable droid, force immunity, freedom of movement
5th level: telekinesis
6th level: true sight
7th level: destroy droid

Legendary Resistance (3/Day). When Jedi Ronin fails a saving throw, she can choose to succeed instead.

Whirlwind of Light. Creatures provoke an opportunity attack from Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

Actions

Multiattack. Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack.

Saber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 16 (2d8+7) energy damage.

Saber Rush (2/day). Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

Reactions

Parry Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

Legendary Actions

Jedi Ronin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Ronin regains spent legendary actions at the start of her turn.

Move. Jedi Ronin can move up to her speed without provoking opportunity attacks.

Forcecasting. Jedi Ronin can cast an at-will force power.

Saber Jedi Ronin makes one Saber attack.

Villains


Force Ghost

Medium force-entity, any light


  • Armor Class 15
  • Hit Points 40 (8d8)
  • Speed 30ft, fly 30ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Wis +5, Dex +5
  • Skills Perception +5, Persuasion +4, Stealth +7
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Resistances acid, cold, fire, sonic, kinetic
  • Damage Immunities necrotic, poison
  • Senses darkvision 60 ft., passive Perception 15
  • Languages the languages it knew in life
  • Challenge 2 (450 XP)

Force Resistance. The ghost has advantage on saving throws against Force Powers

Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Spritual Protection (1/day) The ghost can creates a field with a 15ft radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.

Incorporeal Saber Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) psychic damage.

Help From Beyond The Force Ghost can take the Help action to benefit any allied creature within a 20ft radius.

Jensaarai

The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for "followers of the hidden truth." Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order.

Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a different outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susevfi, and continued to act as much they had during their days in the Jedi Order.

There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar.

Armor & Abilities.

The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly flexible suit of light armor, covered in spun cortosis fibers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modifications to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal affair, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'.

The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.





















Jensaarai Apprentice

Medium humanoid (human), lawful balanced


  • Armor Class 17 (Jensaarai enhanced armor)
  • Hit Points 64 (8d8+28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 17 (+3) 9 (-1)

  • Saving Throws Dex +6, Con +7, Wis +7
  • Damage resistance energy from unenhanced weapons
  • Skills Athletics +7, Perception +6, Stealth +6
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Jensaari armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 6 anytime it is damaged

Forcecasting. The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points). It can innately cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect
1st level: force throw, force jump, phase strike
2nd level: animate weapon, phase walk, force camouflage

Actions

Multiattack. The Jensaarai Apprentice makes two attacks with its Martial lightsaber

Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) energy damage

Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

Villains



















Jensaarai Defender

Medium humanoid (human), lawful balanced


  • Armor Class 18 (Jensaarai enhanced armor)
  • Hit Points 91 (14d8+28)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 12 (+1)

  • Saving Throws Dex +7, Con +7, Wis, +8
  • Damage resistance energy from unenhanced weapons
  • Skills Athletics +9, Perception +8, Stealth +7
  • Senses passive Perception 18
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Jensaari armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 8 anytime it is damaged

Forcecasting. The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points). It can innately cast the following Force Powers:

At will: force pull/push, force disarm, saber reflect
1st level: force throw, force jump, phase strike
2nd level: animate weapon, phase walk, force camouflage
3rd level: telekinetic storm, sever force, knight speed
4th level: improved force camouflage

Actions

Multiattack. The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack

Martial Lightsaber. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) Energy damage

Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.



Jensaarai Saarai-kaar

Medium humanoid (human), lawful balanced


  • Armor Class 19 (Jensaarai enhanced armor)
  • Hit Points 180 (24d8+72)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 16 (+3) 10 (+0) 20 (+5) 12 (+1)

  • Saving Throws Dex +8, Con +7, Wis, +9
  • Damage resistance energy from unenhanced weapons
  • Skills Athletics +10, Perception +9, Stealth 8
  • Senses passive Perception 19
  • Languages Galactic Basic
  • Challenge 15 (13,000 XP)

Jensaari Armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, fire & cold attacks by 9 anytime it is damaged.

Forcecasting. The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points). It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect
1st level: force throw, force jump, phase strike
2nd level: animate weapon, phase walk, force camouflage
3rd level: telekinetic storm, sever force, knight speed
4th level: improved force camouflage
5th level: improved phasestrike, improved phasewalk, mass animation

Actions

Multiattack. The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack

Martial Lightsaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) energy damage.

Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

Villains

Kell Dragon

Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi.

Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are filled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails.

Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey.

History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis.

A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith.

Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors.

The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.



Kell Dragon, Adult

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 170 (20d10+60)
  • Speed walk 40 ft., burrow 60 ft., swim 25 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (0)

  • Saving Throws Str +10 , Dex +6 , Con +7
  • Skills Perception +9 , Survival +9
  • Damage Resistances Kinetic damage
  • Senses darkvision 120 ft, passive Perception 19
  • Languages N/A
  • Challenge 12 (8,400 XP)

Aggressive. As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started.

Amphibious. The Kell Dragon can breathe air and water.

Actions

Multiattack. The Kell Dragon makes three attacks: one with its bite, and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) kinetic damage. Target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Destructive Swipe (Recharge 5-6). The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

Killiks

Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy.

Biology. The Killiks are social insects and come in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as fingerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three-fingered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year.

Society. Society amongst the Killiks consist of a collection of hive minds with different personalities. Individual Killiks have no sense of self with each capable of unquestionably sacrificing itself for the benefit of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to difficulty in interacting with other species.

Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.


In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn.

Joiners. Their telepathic connection is capable of extending to other species which include non-insectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.


Killik Soldier

Medium sentient creature (Killik), lawful balanced


  • Armor Class 17 (hardened carapace)
  • Hit Points 60 (8d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

  • Condition Immunities charmed, frightened
  • Skills Athletics +6, Lore + 4, Perception +7,
  • Senses passive Perception 17
  • Languages Galactic Basic, Killik
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

Martial Advantage. Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated

Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air

Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

Actions

Multiattack. The Killik makes two weapon attacks.

Slugthrower Ranged Weapon Attack. +6 to hit, range 100/400, one target. Hit 7 (1d8+4) energy damage.

Vibropike Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 9 (1d10 + 4)


Killik Aebea Flyer

Small sentient creature (Killik), lawful balanced


  • Armor Class 16 (hardened carapace)
  • Hit Points 44 (8d8+8)
  • Speed 30ft., fly 40ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1)

  • Condition Immunities charmed, frightened
  • Skills Lore + 4, Perception +8, Stealth +5
  • Senses passive Perception 18
  • Languages Galactic Basic, Killik
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air

Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

Actions

Multiattack. The Killik makes two weapon attacks.

Slugthrower Ranged Weapon Attack. +8 to hit, range 100/400, one target. Hit 7 (1d8+3) energy damage.

Net (3/day). Ranged Weapon Attack: +5 to hit, range 15ft.. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.


Killik Gorog Assassin

Medium sentient creature (Killik), lawful balanced


  • Armor Class 16 (hardened carapace)
  • Hit Points 31 (6d8+0)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1)

  • Condition Immunities charmed, frightened
  • Skills Lore + 4, Perception +8, Stealth +7
  • Senses passive Perception 18
  • Languages Galactic Basic, Killik
  • Challenge 4 (1,100 XP)

Cunning Action. On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

Sneak Attack (1/Turn). The Assassin 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 Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air.

Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

Actions

Multiattack. The Killik makes two weapon attacks.

Slugthrower Ranged Weapon Attack. +6 to hit, range 100/400, one target. Hit 7 (1d8+3) energy damage.

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


Killik Rekker

Large sentient creature (Killik), lawful balanced


  • Armor Class 15 (hardened carapace)
  • Hit Points 135 (18d8+54)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

  • Condition Immunities charmed, frightened, stunned
  • Skills Athletics +6, Lore + 4, Perception +7,
  • Senses passive Perception 17
  • Languages Galactic Basic, Killik
  • Challenge 8 (3,900 XP)

Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see.

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

Strong-Legged. When the Killik makes a long jump, it can leap up to 44ft. When the Killik makes a high jump it can leap up to 11 ft in the air

Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

Actions

Multiattack. The Killik makes three attacks.

Unarmed Strike Melee Weapon Attack: + to hit, reach 5ft., one target. Hit 15 (2d8+6) and the target is grappled.

Rend (1/turn). The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

Leviathans

The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle.

Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battlefields as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed.

During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw filled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting fire, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their offshoots on Kesh had a bluish-green hue to their skin.

Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated fire from turbolaser cannons and even Force lightning. As with many other sentient and non-sentient lifeforms, Leviathans can also be electrocuted.

Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.

Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a non-sentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey.

History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by dark-side alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as "dark-side spawn." However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite.

Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

Sea Leviathan

The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral fins that were on either side near its chin, as well as a taloned caudal fin for propelling itself through the waters.

The Sea Leviathan has a gaping maw filled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.

Villains
















































Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to out-swim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.














































History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semi-sentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber.

Villains

















Leviathan

Gargantuan aberration (sithspawn), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 463 (25d20+200)
  • Speed 50 ft., burrow 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 27 (+8) 3 (-4) 18 (+4) 22 (+6)

  • Saving Throws Str +18, Con +16
  • Skills Athletics +18, Survival +12, Intimidation +14
  • Damage Resistances necrotic
  • Damage Immunities fire, unenhanced kinetic
  • Condition Immunities frightened, paralyzed, poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
  • Languages Sith (does not speak)
  • Challenge 25 (75,000 XP)

Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced.

Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.

Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

Siege Monster. The leviathan deals double damage to objects and structures.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

Actions

Multiattack. The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) kinetic damage.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) kinetic damage. If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.

Tentacle. The leviathan makes a tentacle attack.

Life Drain (Costs 2 Actions). Each creature grappled by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids.

Villains


Sea Leviathan

Gargantuan aberration (sithspawn), chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 463 (25d20+200)
  • Speed swim 90 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 27 (+8) 5 (-3) 18 (+4) 20 (+5)

  • Saving Throws Str +18, Con +16
  • Skills Athletics +18, Survival +12, Intimidation +13
  • Damage Resistances necrotic, fire
  • Damage Immunities acid, unenhanced kinetic
  • Condition Immunities frightened, paralyzed, poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
  • Languages Sith (does not speak)
  • Challenge 25 (75,000 XP)

Blister Pods. The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced.

Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.

Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

Siege Monster. The leviathan deals double damage to objects and structures.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

Water Breathing. The leviathan can breathe only underwater.

Actions

Multiattack. The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) kinetic damage.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) kinetic damage plus 9 (2d8) necrotic damage. If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

Lightning Storm. The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.

Tidal Wave (Recharge 6). While submerged, the leviathan creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6d10) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

Legendary Actions

The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.

Bite. The leviathan makes a bite attack.

Tail. The leviathan makes a tail attack.

Lightning Storm (Costs 2 Actions). The leviathan uses Lightning Storm.

Villains

The Mando'ade

The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice.

History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic.

Six Actions. These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways.

Armor. Known as beskar'gam, meaning "iron skin," Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender.

The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.


Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock.
Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.


Mandalorian Initiate

Medium humanoid, lawful neutral


  • Armor Class 16 (weave armor)
  • Hit Points 33 (6d8+6)
  • Speed 30ft

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

  • Saving Throws Dexterity +5
  • Skills Perception +4, Survival +4
  • Senses darkvision 60 ft, passive Perception 14
  • Languages Galactic Basic, Mando'a
  • Challenge 2 (450 XP)

Agressive. As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.

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

Mandalorian Tech. The initiate deals one extra die of damage with its weapons (included).

Actions

Multiattack. The initiate soldier makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 10 (2d6+3) energy damage.

Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

The Mando'ade

Mandalorian Scout

Medium humanoid, Lawful Neutral


  • Armor Class 16 (mesh armor, light shield generator)
  • Hit Points 39 (7d8+6)
  • Speed 30ft

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

  • Saving Throws Dexterity +5
  • Skills Acrobatics +5, Nature +5, Perception +5, Piloting +4, Stealth +5, Survival +5
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic and Mando'a
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the scout can move up to its speed toward a hostile creature that it can see.

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

Mandalorian Tech. The scout deals one extra die of damage with its weapons (included).

Actions

Multiattack. The scout makes two weapon attacks and throws an electrostun grenade, if available.

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 10 (2d6+3) energy damage.

Hidden blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage.

Electrostun Grenade (3/Day). The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.


Mandalorian Soldier

Medium humanoid, lawful neutral


  • Armor Class 17 (weave armor, light shield generator)
  • Hit Points 59 (9d8+18)
  • Speed 30ft

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

  • Saving Throws Strength +4, Dexterity +5
  • Skills Athletics +4, Perception +4, Survival +4
  • Senses darkvision 60 ft, passive Perception 11
  • Languages Galactic Basic, Mando'a
  • Challenge 4 (1,100 Xp)

Aggressive. As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.

Brave. The captain has advantage on saving throws against being frightened.

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

Mandalorian Tech. The soldier deals one extra die of damage with its weapons (included).

Actions

Multiattack. The soldier makes two weapon attacks and throws a fragmentation grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 12 (2d8+3) energy damage.

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.

Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

The Mando'ade

Mandalorian Commando

Medium humanoid, lawful neutral


  • Armor Class 18 (weave armor, light shield generator)
  • Hit Points 72 (11d8+22)
  • Speed 30ft, fly 30ft

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dexterity +7, Wisdom +6
  • Skills Acrobatics +5, Perception +6, Piloting +4, Stealth +7, Survival +6
  • Senses darkvision 60 ft, passive Perception 16
  • Languages Galactic Basic and Mando'a
  • Challenge 5 (1,800 Xp)

Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.

Brave. The commando has advantage on saving throws against being frightened.

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

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Mandalorian Tech. The commando deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

Actions

Multiattack. The commando makes two weapon attacks and fires a jetpack rocket or uses their wrist flamer, if available.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 11 (2d6+4) energy damage.

Hidden blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage.

Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Jetpack Rocket (1/Day). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage, and each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

The Mando'ade







Mandalorian Infiltrator

Medium humanoid, lawful neutral


  • Armor Class 17 (fiber armor)
  • Hit Points 85 (13d8+26)
  • Speed 30ft

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 16 (+3) 18 (+4) 11 (+0)

  • Saving Throws Dexterity +8, Wisdom +7
  • Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7
  • Senses darkvision 60 ft, passive Perception 17
  • Languages Galactic Basic and Mando'a
  • Challenge 6 (2,300 Xp)

Ambusher. The infiltrator has advantage on attack rolls against any creature it has surprised.

Brave. The captain has advantage on saving throws against being frightened.

Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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

Mandalorian Tech. The infiltrator deals one extra die of damage with its weapons (included in the attack).

Sneak Attack (1/Turn). The infiltrator 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 infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the roll.

Tech-Casting. The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points.

The infiltrator knows the following tech powers:

At will: assess the situation, combustive shot, encrypted message, minor hologram, rime shot
1st level: alarm, element of surprise, gleaming outline, smoke cloud
2nd level: concealed caltrop, infiltrate, smuggle
3rd level: invisibility to cameras

Actions

Multiattack. The infiltrator makes two weapon attacks.

Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 18 (2d12+5) energy damage.

Hidden blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) kinetic damage.

The Mando'ade

Mandalorian Heavy Gunner

Medium humanoid, lawful neutral


  • Armor Class 17 (composite armor)
  • Hit Points 91 (14d8+28)
  • Speed 30ft

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0)

  • Saving Throws Dexterity +7, Constitution +6
  • Skills Athletics +5, Perception +5, Survival +5
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic, Mando'a
  • Challenge 7 (2,900 Xp)

Aggressive. As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.

Brave. The captain has advantage on saving throws against being frightened.

Mandalorian Tech. The heavy gunner deals one extra die of damage with its weapons (included).

Actions

Multiattack. The heavy gunner makes two attacks with its blaster cannon or bash.

Blaster cannon burst. The heavy gunner sprays a 10-foot-cube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one.

Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.


Mandalorian Enforcer

Medium humanoid, lawful neutral


  • Armor Class 19 (composite armor, medium shield generator)
  • Hit Points 136 (16d8+64)
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

  • Saving Throws Strength +7, Constitution +6
  • Skills Athletics +7, Intimidation (Strength) +7, Perception +5, Survival +5
  • Senses darkvision 60 ft, passive Perception 15
  • Languages Galactic Basic, Mando'a
  • Challenge 6 (2,300 XP)

Aggressive. As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.

Brave. The enforcer has advantage on saving throws against being frightened.

Mandalorian Tech. The enforcer deals one extra die of damage with its weapons (included).

Actions

Multiattack. The enforcer makes two vibroblade attacks and one shield bash.

Vibroblade. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Intercept. When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

The Mando'ade


Mandalorian Captain

Medium humanoid, lawful neutral


  • Armor Class 18 (composite armor)
  • Hit Points 150 (20d8+60)
  • Speed 30ft, fly 30 ft

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+3)

  • Saving Throws Dexterity +8, Wisdom +8
  • Skills Acrobatics +8, Intimidation +7, Perception +8, Persuasion +7, Survival +8
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic, Mando'a
  • Challenge 11 (7,200 XP)

Aggressive. As a bonus action, the captain can move up to its speed toward a hostile creature that it can see.

Brave. The captain has advantage on saving throws against being frightened.

Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.


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

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Mandalorian Tech. The captain deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

Two Weapon Mastery. The captain adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

Actions

Multiattack. The captain makes three weapon attacks with its heavy pistol and can make two offhand heavy pistol attacks as a bonus action, or fires a jetpack rocket and uses their wrist missile or wrist flamer, if available.

Heavy pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8+4) energy damage.

Offhand Heavy pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8+4) energy damage.

Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 14 (3d6+4) kinetic damage, and each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

Wrist Missile (3/Day) Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d6+4) kinetic damage, and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

Reactions

Leadership. (Recharges after a Short or Long Rest). The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.

The Mando'ade


Mandalorian Pyrotech

Medium humanoid, lawful neutral


  • Armor Class 19 (composite armor, light shield generator)
  • Hit Points 117 (18d8+36)
  • Speed 30ft, fly 30 ft

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)

  • Skills Perception +7, Survival +7, Technology +8
  • Saving Throws Dexterity +7, Intelligence +8
  • Damage Resistance fire
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft, passive Perception 17
  • Languages Galactic Basic and Mando'a
  • Challenge 10 (5,900 Xp)

Aggressive. As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see.

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

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Mandalorian Tech. The mandalorian deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

Personal Barrier. The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

Tactical Technology. When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Tech-Casting. The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points.

The mandalorian knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame
1st level: energy shield, flame sweep, oil slick, ring of fire
2nd level: electromesh, magnetic field, overheat, pyrotechnics
3rd level: explosion, flaming shots, kolto cloud, sabotage charges, tech overide
4th level: ballistic shield, elemental accelerant
5th level: immolate

Technological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

Actions

Multiattack. The mandalorian makes one weapon attack with its blaster carbine or tech blast.

Blaster carbine. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage.

Tech Blast. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 13 (2d8+4) energy damage.

The Mando'ade


Mandalorian Explosives Artiste

Medium humanoid, lawful neutral


  • Armor Class 17 (mesh armor, light shield generator)
  • Hit Points 137 (21d8+42)
  • Speed 30ft, fly 30 ft

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 20 (+5) 17 (+3) 15 (+2)

  • Saving Throws Dexterity +10, Intelligence +10. Wisdom +8
  • Skills Acrobatics +10, Deception +7, Investigation +8, Perception +8, Piloting +10, Sleight of Hand +10, Survival +8, Stealth +10, Technology +10
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft, passive Perception 18
  • Languages Galactic Basic and Mando'a
  • Challenge 12 (8,400 Xp)

Aggressive. As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see.

Explosives Expert. As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack).

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

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Legendary Resistance (3/Day). If The artiste fails a saving throw, he can choose to succeed instead.


Mandalorian Tech. The artiste deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included).

Tactical Technology. When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Tech-Casting. The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points.

The artiste knows the following tech powers:

At will: assess the situation, on/off
1st level: element of surprise, energy shield, flash, homing rockets, smoke cloud, spot the weakness, stack the deck, tranquilizer
2nd level: concealed caltrops, detect traps, electromesh, magnetic field, overheat, shatter
3rd level: debilitating gas, diminish tech, explosion, fabricate trap, kolto cloud, sabotage charges, scramble interface
4th level: salvo, sensor probe

Two Weapon Mastery. The artiste adds it's ability modifier to two-weapon fighting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

Actions

Multiattack. The artiste makes one weapon attack with its blaster pistol, one offhand blaster pistol attack and throws a grenade or fires a jetpack rocket, if available.

Blaster pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage.

Offhand Blaster pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage.

Fragmentation Grenade (6/Day). The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.









Paint Grenade (4/Day). The artiste throws a grenade filled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

The Mando'ade


Mandalorian Hunter

Medium humanoid, lawful neutral


  • Armor Class 18 (composite armor)
  • Hit Points 112 (15d8+45)
  • Speed 30ft, fly 30 ft

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 16 (+3) 18 (+4) 20 (+5) 14 (+2)

  • Saving Throws Dexterity +11, Wisdom +10
  • Skills Acrobatics +11, Insight +10, Perception +10, Piloting +9, Stealth +11, Survival +10
  • Damage Resistances kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft, passive Perception 20
  • Languages Galactic Basic, Mando'a
  • Challenge 14 (11,500 XP)

Aggressive. As a bonus action, the Hunter can move up to its speed toward a hostile creature that it can see.

Brave. The Hunter has advantage on saving throws against being frightened.

Close Quarters Shooter. When the Hunter attacks, it can choose to make ranged weapon attacks without its proficiency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.

Mandalorian Tech. The artiste deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.

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

Ranger's Quarry. The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.

Legendary Resistance (3/Day). If The Mandalorian fails a saving throw, he can choose to succeed instead.

Sharpshooter. The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.


Actions

Multiattack. The Hunter makes three weapon attacks and uses its whistling birds, wrist flamer, wire restraint, or throws a detonator.

Sniper Rifle. Ranged Weapon Attack: +11 Bonus to hit, range 150/600 ft, one target. Hit: 19 (2d12+6) energy damage.

Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 15 (2d8+6) energy damage.

Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) kinetic damage.

Thermal detonator. (3/Day). The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Whistling Birds (4/Day) The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

Wire Restraint. The Hunter uses its wire restraint on one creature within range. Ranged Weapon Attack: +11 to hit, range 30 ft., one target. On a hit the target is grappled. On the targets turn, it can use a it's action to make a DC 15 Strength check to break the wire.

Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

The Mando'ade
The Mando'ade

Mand'alor

Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of conflicts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul.

During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father.

After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

Prominent Mand'alors

Tarre Vizsla

Tarre Vizsla was the first Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies.

The Darksaber was an ancient and unique black-bladed lightsaber created by Tarre Vizsla, the first Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a conflict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the pacifist ideals of the New Mandalorians replaced the warrior ways of Mandalore.

Pre Vizsla

Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing Duchess Satine as a tarnish to Mandalorians.

Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At first, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch.

Bo-Katan Kryze

During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to
her failing as Regent. With Clan Wren, she was able
to free Sabine's father Alrich Wren.
Unfortunately, Kryze learned that the
Empire, under Governor Tiber Saxon,
had rebuilt the Arc Pulse Generator (a
weapon designed to attack mandalorian
beskar) that Sabine had designed and
codenamed the
Duchess after Kryze's
sister. Despite wanting to punish
Wren for creating the Weapon,
Kryze knew that they needed her help
to destroy it. Thus, Kryze, Sabine, and
their allies boarded Saxon's Star
Destroyer. Despite being briefly
captured by Saxon and Captain
Hark who wanted Wren to
improve the Duchess.
Fortunately, Wren was able to
make the Duchess target
Stormtrooper armor. Despite
this development, Kryze
convinced Wren to destroy it instead of
using it against the Empire.

After the destruction of the Duchess
and Saxon's star destroyer, Kryze
regrouped with her forces. With support
from the Protector Fenn Rau and the
other clans, Kryze accepted the title
Mand'alor and the Darksaber in honor of
her people and her sister.

The Mando'ade






Mand'alor

Medium humanoid, lawful neutral


  • Armor Class 18 (composite armor)
  • Hit Points 300 (36d8+108)
  • Speed 30ft, fly 30 ft

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 17 (+3) 18 (+4) 18 (+4) 22 (+6)

  • Saving Throws Dexterity +14, Wisdom +11, Charisma +13
  • Skills Acrobatics +14, Insight +11, Intimidation +13, Perception +11, Persuasion +13, Stealth +14, Survival +11
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft, passive Perception 21
  • Languages Galactic Basic, Mando'a
  • Challenge 21 (30,000 XP)

Aggressive. As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.

Brave. Mand'alor has advantage on saving throws against being frightened.

Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks.

Combat Tech When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action.

Keen Hearing and Sight. Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Improved Mandalorian Tech. Mand'alor deals two extra dice of damage with its weapons (included).

Moderately Armored. While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

Tech-Casting. Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest.

Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack, temporary boost
1st level: energy shield, flame sweep, flash, spot the weakness, tactical barrier, tranquilizer
2nd level: detect invisibility, electromesh, shared shielding, smuggle
3rd level: explosion, kolto cloud, tactical advantage, tech overide
4th level: ballistic shield, defibrillate, kolto reserve, scan area
5th level: immolate, paralyze creature
6th level: disperse energy, firestorm
7th level: greater sabotage charges, tactical superiority

Two Weapon Mastery. Mand'alor adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

Actions

Multiattack. Mand'alor makes three weapon attacks and can make two offhand attacks as a bonus action.

Heavy pistol. Ranged Weapon Attack: +14 to hit, range 40/160 ft., one target. Hit: 20 (3d8+7) energy damage.

The Darksaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) energy damage.

Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

Legendary Actions

Mand'alor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mand'alor regains spent legendary actions at the start of his turn.

Move. Mand'alor can move up to their speed without provoking opportunity attacks.

Attack. Mand'alor makes one weapon attack.

Sole Leader. (Costs 3 Actions) Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

The Mando'ade

Mercenaries

A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who fights or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.

Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship.

Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into conflict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The
largest of these brotherhoods was
the Brotherhood Mortalis,
founded during the final
years of the Old Republic.



Mercenary Captain

Medium humanoid (any), any alignment


  • Armor Class 20 (powered durasteel armor, heavy shield)
  • Hit Points 97 (6d8+12)
  • Speed 30 ft.

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

  • Saving Throws Int +5, Wis +3, Cha +5
  • Skills Athletics +5, Persuasion +5
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Martial Advantage. Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

Actions

Multiattack. The mercenary makes three weapon attacks.

Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Reactions

Parry. The captain adds 3 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.

Villains


















Combat Engineer

Medium humanoid (any), unaligned


  • Armor Class 13 (heavy combat suit)
  • Hit Points 45(7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (0)

  • Skills Technology +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 4 (1100 XP)

Tactical Technology. When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Technological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

Tech-Casting. The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst, electroshock
1st-level: smoke cloud, homing rockets, overload
2nd-level: magnetic field, acid dart, scorching ray
3rd-level: explosion, tactical advantage, kolto cloud
4th-level: cryogenic storm

Actions

Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) kinetic damage if used with two hands.

Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d4+1) energy damage.


































Combat Engineer, Junior

Medium humanoid, unaligned


  • Armor Class 12 (combat suit)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

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

  • Skills Technology +4
  • Senses Passive Perception 10
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Techcasting. The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following tech powers:

At-will: electro shock, encrypted message, rime shot
1st-level: energy shield, homing rockets, repair droid, smoke cloud
2nd-level: acid dart, magnetic field

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.

















Explosives Specialist

Medium humanoid, unaligned


  • Armor Class 16 (battle armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

  • Skills Perception +3, Technology +5
  • Damage Resistances fire
  • Senses Passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Techcasting. The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points. The junior engineer knows the following tech powers:

At-will: combustive shot, electro shock, encrypted message 1st-level: absorb energy, energy shield, oil slick, smoke cloud
2nd-level: overheat, release, scorching ray
3rd-level: explosion, sabotage charges

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.

Breaching Charge. After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.


































Front-Line Soldier

Medium humanoid (any), any alignment


  • Armor Class 15 (light battle armor, light shield generator)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 8 (-1)

  • Skills Athletics +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6+1) energy damage

Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) kinetic damage, or 6 (1d10+1) kinetic damage if used with two hands.

Gamorreans

Gamorreans were a sentient species of green-skinned porcine humanoids that hailed from the Outer Rim planet of Gamorr.

Biology & Appearance. A species of tall, strong bipeds, the Gamorreans have porcine traits, like an upturned, large-nostriled cartilaginous snout, jowls, and upturned tusks. Their hulking bodies are covered in green, thick and hairless skin. They have five digits on every extremity, each sporting a hard nail. The digits of their hands include an opposable thumb, which allows the Gamorreans to easily grasp and handle objects. The species has two sexes: the males, referred to as boars, and the females, called sows.

Society & Culture. Gamorreans have a clan-based society. Each clan is ruled by a female leader, the Clan Matron, and a male leader, the Warlord, although the Gamorrean society is, at heart, a matriarchy. Indeed, a Warlord holds his position by way of marriage to a Matron rather than force, although Matrons make their selections based on the boars' combat skills. Gamorreans see war as glorious, and violent
clashes between clans are rife.

Because of their low intelligence, Gamorreans tend to be both stubborn and loyal; philosophically, they believe that any problem can be solved by hitting it with brute force. They have a language of their own that sounds like mere grunts and squeals to outsiders. Although they can understand other languages, such as Galactic Basic, they find most of them too difficult to pronounce.

Technologically speaking, the Gamorreans are primitive, and they favor melee weapons like vibro-axes and vibro-lances over blasters. They did not discover space travel on their own. Moreover, Gamorrean boars fail to maintain personal hygiene, rarely changing their clothes or wiping the streaming mucus from under their snouts.

Across the Galaxy. Offworld Gamorreans are a common sight, be they mercenaries or enforcers working for crime lords. They also colonized the planet Pzob in the K749 system and are the majority sentient species on Lanthrym in the Elrood sector.

Morrts

Gamorreans are typically covered by a number of parasitic bloodsuckers called morrts. They consider them adorable pets, and the number of morrts that a Gamorrean hosts is related to their status, with a clan Warlord or Matron hosting up to 20 morrts.



















"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts."

-Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow



Gamorrean Guard

Medium humanoid (gamorrean), chaotic dark


  • Armor Class 15 (natural armor)
  • Hit Points 84 (9d8+36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 9 (-1) 11 (+0) 9 (-1)

  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, Galactic Basic (understands but can't speak)
  • Challenge 2 (450 XP)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Brutal Critical. When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Vibroaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (1d12+6)


Gamorrean Minion

Medium Humanoid (Gamorrean), chaotic dark


  • Armor Class 15 (Natural Armor)
  • Hit Points 23 (3d8+9)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)

  • Damage Resistances Kinetic and Energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, Galactic Basic (understands but can't speak.)
  • Challenge 1/2 (100 XP)

Reckless. At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Brutal Critical. When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Vibroaxe Melee Weapon Attack: +4, range 5ft, one target. Hit 8 (1d10+3) kinetic damage.


Gamorrean Warrior

Medium Humanoid (Gamorrean), chaotic dark


  • Armor Class 15 (Natural Armor)
  • Hit Points 30 (4d8+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)

  • Damage Resistances Kinetic and Energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, Galactic Basic (understands but can't speak.)
  • Challenge 1 (200 XP)

Reckless. At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Actions

Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.



































Master Tactician

Medium Humanoid (bothan), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 83 (11d8+33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2)

  • Saving Throws Dex +7, Int +8,
  • Skills Deception +8, Insight +8, Investigation +11, Lore +11, Perception +8
  • Damage Resistances psychic
  • Senses Passive Perception 18
  • Languages Basic, Bothese
  • Challenge 6 (2,300 XP)

Naturally Stealthy. The tactician can attempt to hide even when obscured only by a creature its size or larger.

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

Multitasker. The tactician can take a second reaction each round. It can only take one reaction per turn.







Critical Analysis As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

Pushing Attack (2/day). When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

Trip Attack (2/day). When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

Discoveries. The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.
Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.
Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.
Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

Actions

Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: (1d12+4) energy damage.

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

Reactions

Fire As One. Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

Riposte (2/day). Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.


Medical Droid

Medium droid, unaligned


  • Armor Class 14 (Natural plating)
  • Hit Points 42 (7d8+14)
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 15 (+2)

  • Skills Investigation +8, Medicine +9, Perception 6
  • Damage Vulnerabilities Ion
  • Damage Resistances necrotic, poison and psychic
  • Condition Immunities poison, disease
  • Senses Passive perception 16
  • Languages Galactic basic, binary
  • Challenge 5 (1800 xp)

Computer Targeting. Attack and damage rolls made with a blaster or a weapon with the finesse property use Intelligence rather than Strength or Dexterity.

Field Surgeon (3/rest). Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.

Multitasker. The Droid can take a second reaction each round. It can only take one reaction per turn.

Smelling Salts (3/rest). As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

Actions

Light Pistol. Ranged Weapon Attack: +5 to hit, 40/60ft, one target. Hit: 7 (1d4+5) kinetic damage

Vibrodagger. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 7 (1d4+5) kinetic damage

Fine Medpac (3/day). The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet.

Improved Medpac (2/day). The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet.

Superior Medpac (1/day). The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet.

Administer Aid (2/rest). A target creature within 30 feet regains 9 (1d8+5) hit points.

Adrenaline Hit (2/rest). The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.

Emergency Prescription (2/rest). The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

Reactions

Heads up (2/rest). When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.


Medic

Medium humanoid, unaligned


  • Armor Class 14 (heavy combat suit, light shield)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

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

  • Skills Perception +3, Medicine +3
  • Senses Passive Perception 13
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Triage. Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

Techcasting. The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot
1st-level: element of surprise, kolto pack, poison dart
2nd-level: paralyze humanoid, toxin purge, shared shielding

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.


Sergeant

Medium humanoid (any), any alignment


  • Armor Class 16 (durasteel armor)
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 12 (+1)

  • Skills Athletics +3, Persuasion +3
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 3 (700 XP)

Martial Advantage. Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

Actions

Multiattack. The sergeant makes two weapon attacks.

Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) energy damage.

Vibrosword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12+1) kinetic damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.


Shistavanen Assault Specialist

Medium humanoid (Shistavanen), any alignment


  • Armor Class 19 (heavy durasteel)
  • Hit Points 143 (22d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +6, Con +6
  • Skills Athletics +6, Intimidation +5, Perception +6
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 9 (5,000 XP)

Indomitable (2/day). The assault specialist rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the specialist can regain 20 hit points.

Brute Force. The specialist deals an additional 1d6 damage when it hits with any attack (included).

Pushing Attack (2/day). When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet.

Brutish Durability. Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

Actions

Multiattack. The assault specialist makes three attacks with its assault cannon or vibroblade.

Assault Cannon. Ranged Weapon Attack: +11 to hit, Range 80/320 ft., one target. Hit: 14 (1d10+1d6+5) energy damage.

Burst. The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+1d6+5) kinetic damage.

Reactions

Regenerative. When the assault specialist takes damage, it can use its reaction to regain 7 (1d10+2) hit points as long as the triggering damage would not have reduced the assault specialist to 0 hp.

Villains

Wookiee Berserker, Augmented

Medium humanoid (wookiee), any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 154 (18d8+72)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 10 (+0) 13 (+1) 11 (+0)

  • Saving Throws Str +9, Con +8
  • Skills Acrobatics +6, Athletics +9, Nature +4, Perception +5
  • Damage Resistances Energy and Kinetic
  • Damage Immunities Poison
  • Condition Immunities Poison, disease
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Shryiiwook, Galactic Basic (understands but can't speak)
  • Challenge 10 (5,900 XP)

Treeclimber. The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Wrathful Combatant. The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

Danger Sense. The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

Feral Instinct. The augmented wookiee berserker has advantage on initiative checks.

Brutal Critical. The augmented wookiee berserker rolls two additional damage dice on a critical hit.

Relentless Rage. When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

Holoskin Emitters. Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

Actions

Multiattack. The augmented wookiee berserker makes three attacks with its unarmed strike.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) kinetic damage.

Villains

Mnggal-Mnggal

Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extra-dimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against Mnggal-Mnggal and its infectious intentions.

Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of different forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to fly by forming bat-like creatures.

Mnggal-Mnggal's most prolific—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It first penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, filling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, filled entirely with Mnggal-Mnggal.

It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a stiff-legged gait, and utter stillness when at rest. The victim's voice is also buzzy and flat, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial orifices. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims.

All parts of Mnggal-Mnggal, no matter what form or how far-flung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species.

Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' suffering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.

When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech.

Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even filling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its "body" ran so far and deep across the planet that it ran in rivers across the continents and filled underground grottos. As testament to its depraved mind, Mnggal-Mnggal created a macabre decoration of a fleet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there.

History. Over the course of its existence, Mnggal-Mnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow.

As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing
to attack infestations of
Mnggal-Mnggal. On some
primitive planets, it was
worshiped by local
tribes and
known as
the "rot god".



Mnggal-Mnggal, Gray Pudding

Large undead, chaotic dark


  • Armor Class 15 (natural armor)
  • Hit Points 181 (19d10+76)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 22 (+6) 20 (+5) 20 (+5)

  • Saving Throws Str +9, Con +8, Wis +9, Cha +9
  • Skills Deception +9, Perception +9
  • Damage Vulnerabilities cold
  • Damage Resistances fire, lightning
  • Damage Immunities acid, necrotic, poison, sonic
  • Condition Immunities blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious.
  • Senses passive perception 19
  • Languages All
  • Challenge 10 (5,900 XP)

Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

Amphibious. Mnggal-Mnggal can breathe air and water.

Consumption. Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.

Spider-climb. Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

Actions

Multiattack. Mnggal-Mnggal makes 2 pseudopod attacks.

Pseudopod. Melee Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage, and a large or smaller target is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.

Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.



Mnggal-Mnggal, Pool of

Huge undead, chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 230 (20d12+100)
  • Speed 40 ft., climb 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 22 (+6) 20 (+5) 20 (+5)

  • Saving Throws Str +12, Con +11, Wis +11, Cha +11
  • Skills Deception +11, Perception +11
  • Damage Vulnerabilities cold
  • Damage Resistances fire, lightning
  • Damage Immunities acid, necrotic, poison, sonic; kinetic and energy damage from unenchanced weapons
  • Condition Immunities blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious.
  • Senses passive perception 21
  • Languages All
  • Challenge 18 (20,000 XP)

Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

Amphibious. Mnggal-Mnggal can breathe air and water.

Consumption. Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced.

Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.

Regeneration. Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

Spider-climb. Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.

Actions

Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

Pseudopod. Melee Attack: +12 to hit, reach 30 ft., one target. Hit: 15 (2d8+6) kinetic damage plus 11 (3d6) acid damage, and a large or smaller target is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn.

Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.



Mnggal-Mnggal, Lake of

Gargantuan undead, Chaotic Dark


  • Armor Class 18 (natural armor)
  • Hit points 455 (26d20+182)
  • Speed 50 ft, Climb 30 ft., Swim 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 24 (+7) 22 (+6) 20 (+5) 20 (+5)

  • Saving Throws Str +16, Dex +12, Con +15, Int +14, Wis +13, Cha +13
  • Skills Deception +13, Perception +13
  • Damage Vulnerabilities cold
  • Damage Resistances fire, lightning
  • Damage Immunities acid, necrotic, poison, sonic; kinetic and energy damage from unenchanced weapons
  • Condition Immunities Blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious.
  • Senses passive perception 23
  • Languages All
  • Challenge 27 (105,000 XP)

Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.

Amphibious. Mnggal-Mnggal can breathe air and water.

Consumption. Mnggal-Mnggal can consume creatures whole, engulfing them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.

Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced.

Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.

Legendary Resistance (3/day). If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.

Regeneration. Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point.

Spider-climb. Mnggal-Mnggal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

Pseudopod. Melee Attack: +16 to hit, reach 50 ft., one target. Hit: 25 (3d10+8) kinetic damage plus 14 (4d6) acid damage, and a large or smaller target is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn.

Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save.

Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it suffers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal.

Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Legendary Actions

Mnggal-Mnggal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Mnggal-Mnggal regains spent legendary actions at the start of his turn.

Move. Mnggal-Mnggal moves up to its speed.

Attack (Costs 2 Actions). Mnggal-Mnggal makes a Pseudopod attack.

Engulf (Costs 3 Actions). Mnggal-Mnggal uses its Engulf attack.

Mnggal-Mnggal Zombie Template

A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows.

Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated.

Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark.

All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher.

Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet.

Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks.

Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

New Action: Infect Host

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modifier + the monster's proficiency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature Size Damage
Medium or Smaller 1d10
Large 2d10
Huge 3d10
Gargantuan 5d10

Mnggal-Mnggal Zombie Trooper

Medium undead, Chaotic Dark


  • Armor Class 10 (light battle armor)
  • Hit Points 13 (2d8+4)
  • Speed 20 feet

STR DEX CON INT WIS CHA
13 (+1) 8 (-2) 15 (+2) 22 (+6) 20 (+5) 20 (+5)

  • Damage Immunities poison
  • Condition Immunities Charmed, Exhausted, Poisoned and Unconscious
  • Senses darkvision 60 ft., passive perception 15
  • Languages All
  • Challenge 1/8 (25 XP)

Actions

Blaster Rifle. Ranged Weapon Attack: +0 to hit, range 100/400 ft., one target. Hit: 2 (1d8-2) energy damage.

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

Infect Host. The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Nightsisters

The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that flowed from the depths of their planet.

History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured off-world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens.

Force Magicks. By tapping into the magical ichor that flowed from Dathomir's depths, the witches could harness a power they referred to as "magick." The most powerful of the Nightsisters could use that ichor to create objects out of thin air, transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors.

Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands. A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders.

Their Dead. The Nightsisters mummified their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the configuration of the
plant life seen on Dathomir, with its crooked
trees burdened by large,
cocoon-like fruits.


Nightsister Zombie

Medium undead, chaotic dark


  • Armor Class 13
  • Hit Points 22 (3d8+9)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 16 +3) 16 (+3) 6 (-2) -8 (-1) 6 (-2)

  • Damage Immunities necrotic
  • Condition Immunities poisoned, charmed
  • Senses Senses darkvision 60 ft., passive Perception 8
  • Languages Understands but cannot speak Galactic Basic
  • Challenge 1/2 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

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



Nightsister

Medium humanoid (Dathomiri), chaotic dark


  • Armor Class 14
  • Hit Points 50 (9d8+9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 18 (+4)

  • Skills Deception +7, Perception +5, Stealth +11, Surivial +7,
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Cunning Action. On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

Forcecasting. The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points). The Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow
1st level: dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd level: affliction, darkshear, darkness, force camoflauge, hallucination, mindspike, phasewalk
3rd level: bestow curse, dark aura, horror, improved dark side tendrils, plague
4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness
5th level: dominate mind, improved phasewalk, insanity, siphon life

Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

Mask of the Wild. The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Energy Bow Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 10 (2d6 +4) energy damage.

Vibroknife Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4+4) kinetic damage.


Nightsister Hunter

Medium humanoid (Dathomiri), chaotic dark


  • Armor Class 17 (heavy combat suit)
  • Hit Points 60 (9d8+9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3)

  • Skills Acrobatics +7, Perception +5, Stealth +9, Surivial +7,
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

Cunning Action. On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action.

Forcecasting. The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points). The Nightsister Shaman knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow
1st level: dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd level: affliction, darkshear, darkness, force camoflauge, phasewalk

Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

Mask of the Wild. The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Sneak Attack (1/Turn). The Nightsister deals an extra 6 (2d6) 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 Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

Actions

Multiattack. When the Nightsister makes two energy bow or vibroknife attacks.

Energy Bow Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 11 (2d6+5) energy damage.

Vibroknife Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d4+5) kinetic damage.

Blood Trail Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+5) acid damage. On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.


Nightsister Shaman

Medium humanoid (Dathomiri), chaotic dark


  • Armor Class 14 (17 with battle precognition)
  • Hit Points 80 (9d8+9)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 20 (+5)

  • Skills Deception +9, Lore +10, Perception +6, Stealth +8,
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 11 (7,200 XP)

Forcecasting. The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points). The Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow
1st level: dark side tendrils, fear, force mask, sap vitality, wound
2nd level: affliction, darkness, force camoflauge, hallucination, mindspike, phasewalk
3rd level: bestow curse, dark aura, horror, improved dark side tendrils, plague
4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness
5th level: improved phasewalk, insanity, siphon life
6th level: eruption, scourge, wrack
7th level: ruin, whirlwind

Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

Actions

Vibroknife Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4+4) kinetic damage.

Chant of Resurection (3/day). While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

Blood Trail Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12+4) acid damage. On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.



Nightsister Clan Mother

Medium humanoid (Dathomiri), chaotic dark


  • Armor Class 15 (18 with battle precognition)
  • Hit Points 160 (21d8+63)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 22 (+6)

  • Saving Throws Dex 12, Wis 11, Cha 13,
  • Skills Deception +13, Perception +11, Stealth +19, Surivial +18
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened
  • Senses passive Perception 21
  • Languages Galatic Basic
  • Challenge 21 (30,000 XP)

Forcecasting. The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points). The Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow
1st level: battle precognition, dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd level: affliction, darkshear, darkness, force camoflauge, hallucination, mindspike, phasewalk
3rd level: bestow curse, dark aura, force lightning horror, improved dark side tendrils, plague
4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness
5th level: dominate mind, improved phasewalk, insanity, siphon life
6th level: eruption, force chain lightning, scourge, wrack
7th level: force lightning cone, force project, ruin, whirlwind
8th level: death field, earthquake, maddening darkness, master force immunity
9th level: mass hysteria

Force Resistance The Nightsister has advantage on saving throws against force powers.

Legendary Resistance. (3/Day). When the Nightsister fails a saving throw, she can choose to succeed instead.

Magic of Dathomir (3/day). While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

Mask of the Wild. The Nightsister can hide even when she is only lightly obscured by natural phenomena.

War Caster. The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

Actions

Ichor Blade Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) kinetic damage.

Ichor Shield (1/day). The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.

Ichor Lightning. While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one.

Blood Trail Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d12+4) acid damage. On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

Legendary Actions

The Nightsister can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nightsister regains spent legendary actions at the start of his turn.

Teleport. The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Forcecasting. The Nightsister casts an at-will force power.

Ichor Blade The Nightsister makes one ichor blade attack.

Ichor Torture (costs 3 actions). The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

Rishi Eel

The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.



Rishi Eel

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12+75)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3)

  • Saving Throws Con +7
  • Condition Immunities prone
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 8 (3,900 XP)

Tunneler. The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eel. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.

If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.



Rishi

Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories.

During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines.

Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

Villains

KX-Series Security Droid

KX-series security droids, also referred to as enforcer droids, are a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War.

Enforcer droids come equipped with a built-in comm package, recharge port, and a computer interface arm that allows them to connect with standard communication frequencies for areas they are assigned to. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted.

While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as "security droids." They were programmed without the standard restriction against harming organic sentient lifeforms.

The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.



KX-Series Security Droid

Medium droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 34 (4d8+16)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Skills Athletics +7, Perception +4, Intimidate +2
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic basic, binary
  • Challenge 1 (200 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) kinetic damage.

Villains

Dark Acolyte

Medium humanoid (any), any alignment


  • Armor Class 11 (unarmored)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Skills Lore +2
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 1/4 (50 XP)

Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points. The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward
1st-level: cloud mind, slow

Actions

Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) energy damage.


Dark Novice

Medium humanoid (any), any dark


  • Armor Class 13 (combat suit)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Skills Deception +4, Persuasion +4, Lore +2
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 2 (450 XP)

Devotion. The apprentice has advantage on saving throws against being charmed or frightened.

Forcecasting. The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points. The apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward
1st-level: curse, sap vitality
2nd-level: drain vitality, force camouflage

Actions

Multiattack. The apprentice makes two melee weapon attacks.

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


Dark Aspirant

Medium humanoid (any), any dark


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

  • Saving Throws Wis +3, Cha +7
  • Skills Lore +3, Insight +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Devotion. The dark aspirant has advantage on saving throws against being charmed or frightened.

Force Shield. 3/day: When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

Forcecasting. The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward, shock
1st-level: battle meditation, curse, sap vitality, hex, improved feedback
2nd-level: drain vitality, force camouflage
3rd-level: force lightning, choke, horror

Actions

Lightfoil. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) energy damage.


Sith Assassin

Medium Humanoid (any), any dark


  • Armor Class 15 (18 with battle meditation)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 10(+1) 16 (+3) 16 (+3)

  • Skills Stealth +11, Intimidation +6, Acrobatics +11, Deception +6 Perception +6
  • Senses passive Perception 16
  • Languages Galactic Basic, Sith
  • Challenge 5 (1,800)

Cunning Action. On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Assassin deals an extra 17 (5d6) 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 Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

Force Enhanced attacks. The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Assassin knows the following force powers:

At-will: saber reflect, shock, force push/pull, psychic charge, mind trick
1st level: battle precognition, phase strike, hex, force mask, wound
2nd level: dark shear, force camouflage, darkness, phase walk
3rd level: dark aura, knight speed, sever force, choke
4th level: shroud of darkness, improved force camouflage

Actions

Multiattack. The Sith Assassin makes two saberwhip attacks.

Saberwhip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (1d4+1d8+5)


Sith Sorcerer

Medium Humanoid (any), lawful dark


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 50 (9d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 20 (+5)

  • Skills Intimidation +8, Deception + 8, Perception + 5, Acrobatics +6
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 7 (2,900)

Forcecasting. The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points). The Sith Sorcerer knows the following force powers:

At-will: saber reflect, shock, slow, force push/pull
1st level: sap vitality, battle precognition
2nd level: drain vitality, hallucination, affliction, phase walk
3rd level: dark aura, plague, force lightning
4th level: shocking shield, dominate beast
5th level: siphon life, insanity, dominate mind, improved force scream, improved phase walk
6th level: force chain lightning, wrack

Quickened Power (3/day). When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.

War Caster. The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

Actions

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

Reactions

War Caster. When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use it's reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.


Sith Warrior

Medium Humanoid (any), lawful dark


  • Armor Class 14 (17 with battle meditation)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10(+1) 10 (+0) 16 (+3)

  • Skills Athletics + 7, Intimidation +6, Acrobatics +7, Deception +6
  • Senses passive Perception 10
  • Languages Galactic Basic, Sith
  • Challenge 5 (1,800)

Light Weapon Expert Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

Great Weapon Fighting. While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Force Enhanced attacks. The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Warrior knows the following force powers:

At-will: saber reflect, shock, force push/pull,force disarm, lightning charge
1st level: battle precognition, phase strike, hex
2nd level: dark shear, animate weapon, darkness, phase walk
3rd level: dark aura, knight speed, sever force, choke

War Casting. When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

Actions

Multiattack. When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack.

Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (1d8 + 2d6 + 4)



Sith Reaver

Medium Humanoid (any), chaotic dark


  • Armor Class 16 (+1 from two weapon mastery)
  • Hit Points 70 (15d8+0)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 10 (+1) 12 (+1) 16 (+3)

  • Skills Athletics + 5, Intimidation +6, Acrobatics +8, Deception +6
  • Damage Resistances kinetic and energy
  • Senses passive Perception 11
  • Languages Galactic Basic, Sith
  • Challenge 7 (2,900)

Two Weapon Mastery When the Sith Reaver engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus

Two Weapon Fighting The Sith Reaver can add it's ability modifier to the damage of it's two-weapon fighting attack.

Danger Sense. The Sith Reaver has advantage on dexterity saving throws against effects it can see.

Rage Enhanced attacks. The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

Force Enhanced attacks. The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

Forcecasting. The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Reaver knows the following force powers:

At-will: saber reflect, shock, force push/pull, lightning charge
1st level: phase strike, hex
2nd level: dark shear, darkness, phase walk
3rd level: dark aura, knight speed, sever force, force scream

Actions

Multiattack. When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

Lightfoil. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 20 (3d8 + 5 + 3)

Off hand Lightfoil. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 11 (1d8 + 5 + 3)


Dark Lord

Medium humanoid (any), any dark


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 15 (+2) 20 (+5) 16 (+3)

  • Saving Throws Int +6, Wis +9, Cha +7
  • Skills Lore +6, Insight +13
  • Damage Resistances damage from force powers
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 12 (8,400 XP)

Force Resistance. The dark lord has advantage on saving throws against force powers.

Forcecasting. The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock
1st-level: battle precognition, force body, hex
2nd-level: battle meditation, darkness, phasewalk
3rd-level: force lightning, force suppression, sever force
4th-level: dominate beast, force immunity, shocking shield
5th-level: improved battle meditation, improved phasewalk, telekinesis
6th-level: force chain lightning, improved force immunity
7th-level: force lightning cone
8th-level: master force immunity
9th-level: force storm

Actions

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



Sith Juggernaut

Medium humanoid (any), any dark


  • Armor Class 21 (heavy exoskeleton, heavy shield)
  • Hit Points 180 (19d8+95)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 12 (+1) 18 (+4) 18 (+4)

  • Saving Throws Str +17, Dex+6, Wis +10, Cha +10
  • Skills Athletics +17, Intimidation + 10, Survival +10
  • Damage Resistances necrotic
  • Condition Immunities exhaustion, frightened, stunned, restrained
  • Senses passive Perception 13
  • Languages Galactic Basic and one other
  • Challenge 17 (18,000 XP)

Charger. The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

Force Resistance. The juggernaut has advantage on saving throws against force powers.

Scornful Rebuke. When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

Shield Master. If the juggernaut 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.

Titan's Power. The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage.

Forcecasting. The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points. The juggernaut knows the following force powers:

At-will: affect mind, denounce, feedback, saber ward
1st-level: force jump, improved feedback, sap vitality, wound
2nd-level: darkness, drain vitality, force sight
3rd-level: choke, force scream, sever force
4th-level: force immunity, shroud of darkness
5th-level: greater feedback, improved force scream, improved phase strike

Actions

Multiattack. The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack.

Lightsaber pike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (1d10+2d8+5) energy damage.

Conquering Presence (1/Day). Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.



Dark Disciple

Medium Humanoid (Zabrak), chaotic dark


  • Armor Class 18 (21 battle precognition)
  • Hit Points 120 (27d8+27)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 24 (+7) 16 (+3) 10(+1) 18 (+4) 20 (+5)

  • Saving Throws* Dex +13, Wis +10, Cha +11
  • Skills Intimidation + 11, Perception +10, Acrobatics +19, Deception +11
  • Damage Resistances kinetic and energy damage from unenhanced weapons, damage from force powers
  • Senses passive Perception 20
  • Languages Galactic Basic
  • Challenge 18 (20,000)

Avoidance. If the Dark Disciple 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.

Battle Precognition. Dark Disciple casts battle precognition on herself every morning.

Cunning Action. On each of its turns, the Dark Disciple can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (3/Day). When the Dark Disciple fails a saving throw, she can choose to succeed instead.

Surprise Attack (1/rest). If the Dark Disciple surprises a creature and hits it with an attack on the Dark Disciple's first turn in combat, the attack deals an extra 2d6 damage to it.

Two-Weapon Defense. The Dark Disciple gains a +1 bonus to AC while wielding a weapon in each hand (included).

Forcecasting. The Dark Disciple is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark Disciple knows the following force powers:

At-will: saber reflect, force push/pull,force disarm, affect mind, saber throw, burst, psyhcic charge
1st level: slow descent, battle precognition, force jump, force throw, phase strike, hex
2nd level: stun droid, phasewalk, darkness, force camouflage
3rd level: dark aura, knight speed, sever force, force repulse
4th level: improved force camoflauge
5th level: telekinesis
6th level: crush, rage

Actions

Multiattack. The Dark Disciple makes two lightfoil attacks and can chose to make 1 additional light foil attack or two offhand lightfoil attacks.

Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 23 (4d8 + 7)

Off hand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d8 + 7)

Reactions

Parry Dark Disciple adds 6 to her AC against one melee attack that would hit her. To do so, Dark Disciple must see the attacker and be wielding a melee weapon.

Legendary Actions

Dark Disciple can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dark Disciple regains spent legendary actions at the start of her turn.

Move. Dark Disciple can move up to her speed without provoking opportunity attacks.

Forcecasting. Dark Disciple casts an at-will force power.

Saber. Dark Disciple makes one Saber attack.

Villains


Sith Dreadlord

Medium Humanoid (Human), lawful dark


  • Armor Class 22 (yorik coral heavy exoskeleton)
  • Hit Points 140 (25d8+25)
  • Speed 40ft.

STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 16 (+3) 16(+3) 18 (+4) 20 (+5)

  • Saving Throws Str 15, Dex +12, Wis +11, Cha +12
  • Skills Athletics +22, Intimidation +12, Perception +11, Acrobatics +19, Deception +11
  • Damage Resistances cold, lightning, damage from force powers
  • Damage Immunities kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightend
  • Senses passive Perception 21
  • Languages Galactic Basic
  • Challenge 23 (50,000)

Light Weapon Expert. Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

Legendary Resistance (3/Day). When the dreadlord fails a saving throw, he can choose to succeed instead.

Forcecasting. The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points). The dreadlord knows the following force powers:

At-will: affect mind, burst, force disarm, force push/pull, lightning charge, psyhcic charge, saber reflect, saber throw, shock
1st level: force jump, force throw, hex, phase strike, slow descent
2nd level: darkness, dark shear, phasewalk
3rd level: choke, dark aura, force lightning, force repulse, knight speed, sever force
4th level: shocking shield
5th level: improved force scream, improved phase strike, improved phase walk, telekinesis
6th level: crush, force lightning, rage
7th level: force lightning cone, ruin

Force Resistance. The dreadlord has advantage on saving throws against a force powers.

Yorik Coral Exoskeloton. Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Multiattack. The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two offhand martial lightsaber attacks.

Frightful Presence. Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

Martial Lightsaber. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 24 (4d8+8)

Off hand Martial Lightsaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 24 (4d8+8)

Reactions

Parry The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

Legendary Actions

The dreadlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dreadlord regains spent legendary actions at the start of his turn.

Move. The dreadlord moves up to his speed without provoking opportunity attacks.

Forcecasting. The dreadlord casts an at-will force power.

Saber. The dreadlord makes one martial lightsaber attack.



First Order Warlord

Medium humanoid (human), chaotic dark


  • Armor Class 20
  • Hit Points 207 (19d8+114)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 22 (+6) 12 (+1) 12 (+1) 20 (+5)

  • Saving Throws Str +13, Cha +12, Con +13
  • Skills Acrobatics +11, Athletics +19, Intimidation +17, Perception +8, Piloting +15
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive perception +18
  • Languages Basic, Shyriiwook, Sith
  • Challenge 21 (30,000 XP)

Disarming Strike (3/day). When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding.

Forcecasting. The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points). The Warlord knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect, saber throw, sonic charge
1st level: burst of speed, fear, force jump, force propel, phase strike, slow descent
2nd level: coerce mind, force throw, phasewalk
3rd level: choke, dark aura, force repulse, knight speed, sever force
4th level: dominate beast
5th level: dominate mind, telekinesis, improved phase strike
6th level: crush, rage, telekinetic burst

Great Weapon Fighting. The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

Legendary Resistance (3/Day). When Warlord fails a saving throw, he can choose to succeed instead.

Reckless. At the start of its turn, the Warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Unarmored Defense. While wearing no armor and not wielding a shield, the Warlord adds his Constitution modifier to AC.

Unstable Kyber Crystal. The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

Actions

Multiattack. When the Warlord makes three greatsaber attacks.

Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit 20 (2d8+2d6+6) energy damage.

Reactions

Force Immobilize. When the first Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

Legendary Actions

The Warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Warlordregains spent legendary actions at the start of his turn.

Move. Warlord can move up to his speed without provoking opportunity attacks.

Forcecasting. Warlord can cast an at-will force power.

Martial Lightsaber Warlord makes one Lightsaber attack.



































Sith Lords

Sith Lord is a title conferred on members of various Sith Orders who had both considerable knowledge of and strength in the dark side of the Force.

Revan's Sith Empire granted this title to its high-ranking members, with the Dark Lord of the Sith as the most powerful and their leader. However, the majority of the dark-side users were known as Dark Jedi.

Vitiate's Sith Empire granted the title to mid-ranking members, usually those who had passed their apprenticeships and were not officially controlled by other Lords. Lords of the Sith ranked above Overseers and below Darths.

In both Revan's and Vitiate's Sith Empires, those who aspired to become a Sith Lord had to train at Korriban's Sith Academy and pass several brutal trials that tested their prowess and strength in the dark side. If they succeeded, they were admitted to the Order as a new Sith Lord.

The New Sith under Darth Ruin was in power during the Dark Ages of the Jedi. Sith Lords then stalked the galaxy, until the organization eventually fell to infighting, and broke into individual Sith Lords.

Lord Kaan's The Brotherhood of Darkness gave all Sith Lords nominal equal status among the Sith. This strategy was created to prevent the Sith from killing each other, which had been the natural order of the dark side until the formation of the Brotherhood.

At the end of the first war between the Jedi and Sith, Bane saw this as a violation of the natural order of the Sith and cleansed the Order by destroying Lord Kaan's Brotherhood and supplanting it with his own Rule of Two; two Sith, one master to embody the power and one to crave it. In most cases, the apprentice was trained until he or she was strong enough in the Force to kill his or her master.

After the Galactic Civil War, Darth Krayt abandoned the Rule of Two to rebuild the Sith, thus multiplying the population of the Sith Lords hugely, all under the rule of Darth Krayt. They then attacked the Empire after the Sith–Imperial War and ruled the galaxy.

The term "Sith Lord" generally encompassed members of both sexes, although some female Sith such as Lumiya, Tahiri Veila, Olaris Rhea and Vestara Khai were styled Sith Lady.

Originally, "Sith Lord" referred to a high-ranking member of the Sith race's society. As the Sith civilization progressed, many claimed the title and battled against each other to earn the superior title of Sith'ari: the Sith Overlord; Adas and Dathka Graush were such Overlords.

Villains

Sith Triumverate

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidified sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr.

The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of specific traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

Darth Traya, Lord of Betrayal

Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important figure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had affected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to fight for the cause of the Sith: to destroy the Jedi.

"…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn."

―Darth Traya


Darth Sion, Lord of Pain

In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion fled Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

His brutality, strength, and sheer will were things noted by Traya, but the two soon came to despise each other due to Sion's lack of understanding, or perhaps his uncaring attitude towards Traya's understanding of strength, which was in direct opposition to his almost slavish reliance upon the Force for his mere survival, which is something Traya saw as a glaring weakness.

"Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing."

―Kreia


Darth Nihilus, Lord of Hunger

Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up fighting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new flagship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was different from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger.

"He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger."

―Visas Marr to the Jedi Exile


Trayus Academy

The Trayus Academy was an ancient Sith academy located on the planet Malachor V. The Jedi Knight Revan discovered the abandoned structure during the Mandalorian Wars. The buried relics of Sith civilization that he uncovered there paved the way for his fall to the dark side and inspired his attempt to conquer the Galactic Republic during the Jedi Civil War. After Darth Revan's forces were defeated in that conflict, the Academy continued to serve as the headquarters of the Sith Triumvirate and the training ground for the Sith assassins until Malachor V was destroyed in 3951 BBY.

"It is ancient, a relic that survived the destruction of Malachor. It was always here, far before the Mandalorian Wars. It draws death and hate to it, channels it. Atrocities feed its power, and with its power, it creates hunger. Many Jedi have been consumed by it."

―Darth Sion



Sith Betrayer

Medium humanoid, lawful dark


  • Armor Class 19 (Saber Storm)
  • Hit Points 162 (17d8+85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 20 (+5) 20 (+5) 22 (+6) 22 (+6)

  • Saving Throws Con +11, Int +11, Wis +12, Cha +12
  • Skills Acrobatics +9, Deception +20, Insight +12, Intimidation +12, Lore +20, Perception +12, Stealth +9
  • Damage Immunities kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive perception 22
  • Languages Galactic Basic, Binary, Shyriiwook, Sith; Telepathy 120 ft.
  • Challenge 19 (22,000 XP)

Deceiver. The sith betrayer has advantage on Charisma (deception) checks.

Forcecasting. The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Betrayer knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick, psychic charge, saber reflect
1st-level: breath control, force propel, hex, wound
2nd-level: battle meditation, beast trick, darkness, mind spike, phasewalk
3rd-level: choke, force lightning, horror, plague, sever force
4th-level: dominate beast, force immunity, improved force camouflage
5th-level: dominate mind, improved phasestrike, improved phasewalk, telekinesis
6th-level: crush, force chain lightning, mass coerce mind
7th-level: force lightning cone, ruin
8th-level: death field, master force immunity
9th-level: force storm, master feedback

Force Resistance. The sith has advantage on saving throws against force powers and effects.

Hidden from the Force. The sith betrayer cannot be detected using force powers.

Pinpoint Power. When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

Refocused Power. When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

Steal the Force. When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

Storm of Sabers. The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

Actions

Multiattack. The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack.

Saber Storm. Melee or Ranged Power Attack: +12 to hit, range 40 ft., one target. Hit: 19 (3d8+6) energy damage.

Sever Connection (Recharge 6). The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.

Legendary Actions

The sith betrayer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sith betrayer regains spent legendary actions at the start of its turn.

At-Will Power. The sith betrayer casts an at-will power.

Saber Storm. The sith betrayer makes a saber storm attack.

Forcecasting (1 legendary action per power level). Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level.

Destroy the Force (Costs 3 Actions). The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.



Sith Anathema

Medium humanoid, chaotic dark


  • Armor Class 18 (natural armor)
  • Hit Points 200 (21d8+105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 20 (+5)

  • Saving Throws Str +12, Con +11, Wis +9, Cha +11
  • Skills Athletics +12, Insight +9, Intimidation +14, Perception +9
  • Damage Resistances necrotic, poison; kinetic and energy damage from unenhanced attacks.
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 30 ft.
  • Languages Galactic Basic, Sith
  • Challenge 20 (25,000 XP)

Forcecasting. The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points. The Sith Anathema knows the following force powers:

At-will: affect mind, denounce, force push/pull, saber reflect, shock
1st-level: force body, force jump, phasestrike, wound
2nd-level: darkness, drain vitality, force throw, phasewalk
3rd-level: choke, force lightning, force suppression, sever force
4th-level: drain life, force immunity, shocking shield
5th-level: improved phasestrike, improved phasewalk, telekinesis
6th-level: crush, rage
7th-level: ruin

Pinpoint Power. When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

Refocused Power. When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

Regeneration. The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

Retaliation Strike. Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn.

Upheld by the Force (2/day). As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

Actions

Multiattack. The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack.

Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage.

Necrotic Strike. Melee Power Attack: +11 to hit, range 5 ft., one target. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly.

The Force Unleashed (Recharge 6). As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion.

For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.

Reactions

Force Shield. In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.



Sith Devourer

Medium aberration, neutral dark


  • Armor Class 21 (unarmored defense)
  • Hit Points 230 (20d8+140)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) Dex (+4) 24 (+7) 16 (+3) 16 (+3) 21 (+5)

  • Saving Throws Dex +11, Con +14, Wis +10, Cha +12
  • Skills Athletics +11, Acrobatics +11, Insight +10, Intimidation +12, Lore +9, Perception +10
  • Damage Resistances lightning, psychic
  • Damage Immunities necrotic, poison; kinetic and energy damage from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, poisoned, unconscious
  • Senses darkvision 120ft., truesight 120 ft., passive perception 20
  • Languages Understands Sith and Galactic Basic but rarely speaks
  • Challenge 22 (41,000 XP)

Aura of Hunger. The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.

Devourer of Life. Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer.

Eternal (1/rest). If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest.

Forcecasting. The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers:

At-will: affect mind, denounce, force push/pull, necrotic charge, saber reflect
1st-level: battle precognition, force body, hex, sap vitality
2nd-level: darkness, drain vitality, phasewalk
3rd-level: choke, dark aura, force lightning, sever force
4th-level: force immunity, shocking shield, shroud of darkness
5th-level: improved force scream, improved phasewalk, telekinesis
6th-level: crush, force chain lightning, improved force immunity
7th-level: force lightning cone, ruin
8th-level: death field
9th-level: kill

Force Detection. The Sith can sense the presence and direction of a cast force power within 120 ft.

Force Resistance. The Sith has advantage on saving throws against force powers.

Legendary Resistance (3/day). If the sith fails a saving throw, it can choose to succeed instead.

Unarmored Defense. While the the glutton is wearing no armor or shield, its AC includes its Consitution modifier.

Actions

Multiattack. The sith glutton makes three lightsaber attacks. It can replace one attack with a drain life attack.

Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) energy damage.

Drain Life. Melee Power Attack: +12. to hit, reach 5 ft., one target. Hit: 19 (4d6+5) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

The Hungering Void (Recharge 5-6). The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the affected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

Reactions

Rebuke of Annihilation. When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

Legendary Actions

The sith glutton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

At-Will Power. The Sith Devourer casts an at-will power.

Drain Life. The Sith Devourer uses its drain life action.

Death Incarnate (Costs 2 Actions). The Sith Devourer disrupts the flow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points.

Vociferation of the Void (Costs 3 Actions). The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

Rule of Two

Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a fight in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped off-world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban.

Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his confidence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a flawed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the infighting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah.

In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to suffer unending pain, Bane viewed the creatures as both a gift and a curse.

In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb notified the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed.


A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The fight ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side.

There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the final time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic.

"I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused."

"You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets."

"That day is here. I have surpassed you, Bane. Now I am the Master."

"Then prove it."

―Darth Zannah and Darth Bane


Sith'ari

Sith'ari was a title that, in the ancient Sith, meant "Lord" or "Overlord," first claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean "perfect being" or "god."


The Sith'ari Prophesy

The Sith'ari will be free of limits.

The Sith'ari will lead the Sith and destroy them.

The Sith'ari will raise the Sith from death and make them stronger than before.



The Sith'ari

Medium humanoid, lawful dark


  • Armor Class 18 (Orbalisk Armor)
  • Hit Points 257 (27d8+135)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 24 (+7)

  • Saving Throws Str +13, Con +12, Wis +12, Cha +14
  • Skills Athletics +13, Acrobatics +10, Intimidaion +14, Lore +14, Perception +12
  • Damage Resistances kinetic and energy damage from enhanced weapons
  • Damage Vulnerabilities lightning damage
  • Damage Immunities kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive perception 22
  • Languages Galactic Basic, Sith
  • Challenge 21 (30,000 XP)

Legendary Resistance (3/day). If the Sith’ari fails a saving throw, it can choose to succeed instead.

Forcecasting. The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points. The Sith’ari knows the following force powers:

At-will: affect mind, denounce, feedback, force push/pull, necrotic charge, saber reflect
1st-level: force jump, improved feedback, sap vitality, wound
2nd-level: darkness, drain vitality, force sight, force throw
3rd-level: choke, force lightning, force scream, knight speed, sever force
4th-level: drain life, force immunity, improved force camouflage, shroud of darkness
5th-level: greater feedback, improved force scream, improved phase strike, telekinesis
6th-level: crush, force chain lightning
7th-level: force lightning cone, ruin
8th-level: death field

Force Resistance. The Sith’ari has advantage on saving throws against force powers.

Pinpoint Power. When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target suffers the effects as though they failed their saving throw.

Quickened Power. When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Orbalsik Armor. The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn.

Orbalisk Regeneration. The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

Actions

Multiattack. The Sith’ari makes four melee attacks, or casts a power and makes a melee attack.

Martial Lightsaber. Melee Weapon Attack: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage.

Legnedary Actions

The Sith'ari can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sith'ari regains spent legendary actions at the start of its turn.

At-Will Power. The Sith'ari casts an at-will power.

Move. The Sith'ari moves up to its speed without provoking attacks of oppurtunity.

Forcecasting (1 legendary action per power level). Sith'ari can cast a force power by spending a number of legendary actions equal to the power level.

Deathblow (Costs 3 Actions). The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.



Sith Usurper

Medium humanoid, lawful dark


  • Armor Class 16 (19 with battle precognition, 21 with knight speed)
  • Hit Points 144 (17d8+68)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3) +22 (+6)

  • Saving Throws Dex +11, Wis +9, Cha +12
  • Skills Athletics +8, Acrobatics +11, Deception +12, Intimidation +12, Lore +9, Perception +9
  • Damage Resistances kinetic and energy damage from unenhanced attacks.
  • Condition Immunities charmed, frightened
  • Senses passive perception 20
  • Languages Galactic Basic, Sith
  • Challenge 18 (20,000 XP)

Cunning Action. The sith can use a bonus action to take the Dash, Disengage, or Hide action.

Forcecasting. The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points. The sith usurper knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock
1st-level: battle precognition, dark side tendrils, fear, force body, hex
2nd-level: darkness, force confusion, hallucination, phasewalk
3rd-level: force scream, improved dark side tendrils, knight speed, sever force
4th-level: hysteria, force immunity, improved force camouflage, shroud of darkness
5th-level: dominate mind, insanity, telekinesis
6th-level: improved force immunity
7th-level: ruin
8th-level: maddening darkness

Force-enhanced strikes. The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

Force Resistance. The sith usurper has advantage on saving throws against force powers and effects.

Legendary Resistance (3/day). If the sith usurper fails a saving throw, it can choose to succeed instead.

Overpower. As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn.

Quickened Power. When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Actions

Multiattack. The Sith Usurper makes three attacks.

Doublesaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) energy damage.

Shadow Step (Recharge 5-6). The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

Legendary Actions

The sith usurper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sith usurper regains spent legendary actions at the start of its turn.

Doublesaber. The sith makes a doublesaber attack.

At-will Power. The sith usurper casts an at-will power.

Forcecasting (1 legendary action per power level). Sith Usurper can cast a force power by spending a number of legendary actions equal to the power level.

Shadow Step (Costs 3 Actions). The Sith Usurper recharges its shadow step action.

Darth Maul

Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus.

Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two.

In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul.



As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.

Villains


Sith Blade Dancer

Medium humanoid (zebrak), lawful dark


  • Armor Class 16 or 18 (knight speed)
  • Hit Points 221 (26d8+120)
  • Speed 40 ft. walk

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws Dex +12, Con +10, Cha +10
  • Skills Acrobatics +12, Athletics +8, Insight +8, Intimidation +10, Perception +8, Stealth +12
  • Damage Resistances kinetic and energy damage from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Zabraki
  • Challenge 19 (22,000 XP)

Channel the Darkness. As a bonus action, Sith Blade Dancer casts rage on himself the first time his hit points are below half (178) on the start of his turn.

Forcecasting. Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points).

Sith Blade Dancer knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick, saber reflect, saber throw
1st level: burst of speed, force jump, force throw, slow descent
2nd level: battle meditation, coerce mind, force confusion, hallucination
3rd level: choke, force repulse, knight speed
4th level: freedom of movement, locate creature, mind trap
5th level: improved phasestrike, telekinesis
6th level: crush

Legendary Resistance (3/Day). When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

Second Heart (1/day). When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

Actions

Multiattack. When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.

Doublesaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 15 (2d8+6) energy damage.

Unarmed Strike Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 9 (1d6+6) kinetic damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

Reactions

Parry Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

Legendary Actions

Sith Blade Dancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Blade Dancer regains spent legendary actions at the start of his turn.

Move. Sith Blade Dancer can move up to his speed without provoking opportunity attacks.

Forcecasting. Sith Blade Dancer can cast an at-will force power.

Doublesaber Sith Blade Dancer makes one Doublesaber attack.

Villains

Darth Sidious

A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order.

A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY.

The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY.

Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.

Villains





Sith Mastermind

Medium humanoid (human), lawful dark


  • Armor Class 21 (+2 Robes)
  • Hit Points 285 (30d8+150)
  • Speed 30 ft. walk

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 20 (+5) 20 (+5) 21 (+5) 27 (+8)

  • Saving Throws Dex +13, Con +12, Wis +12, Cha +15
  • Skills Sleight of hand +13, Stealth +13, Lore +12, Insight +22 , Deception +22, Intimidation +15, Persuasion +22
  • Damage Resistances Cold, Lightning
  • Damage Immunities Necrotic, Posion; Kinetic, Energy, and Ion from non-enhanced weapons
  • Condition Immunities blinded, Charmed deafened, frightened Poisoned
  • Senses Truesight 120 ft, passive Perception 22
  • Languages Galactic Basic, High Galactic, Sith
  • Challenge 24 (62,000 XP)

Forcecasting. Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points).

Sith Mastermind knows the following force powers:

At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber Reflect, Shock
1st level: battle precognition, disperse force, fear, hex
2nd level: drain vitality, force camouflage, hallucination
3rd level: force lightning, force suppression, improved dark side tendrils
4th level: drain life, hysteria, shocking shield
5th level: dominate mind, insanity, siphon life
6th level: force chain lightning, mass coerce mind
7th level: force lightning cone, force project
8th level: death field, force link, maddening darkness
9th level: force storm, mass hysteria, master battle meditation

Force Resistance Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage.

Force Senses. Sith Mastermind has advantage on Wisdom (Perception) Checks.

Legendary Resistance (3/Day). If Sith Mastermind fails a saving throw, he can choose to succeed instead.

Precognition. Sith Mastermind casts precognition on himself every morning.

Actions

Lightning-Infused Touch Melee power attack +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dual-phase lightsaber Melee Weapon Attack: +14 to hit, range 5 ft., one target. Hit 10 (1d8+6) energy damage plus 10 (3d6) lightning damage, or 12 (1d10+6) energy damage plus 10 (3d6) lightning damage when used in two hands.

Reactions

Force Shield Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

Legendary Actions

Sith Mastermind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Mastermind regains spent legendary actions at the start of his turn.

At-Will Power. Sith Mastermind casts on of his at will powers.

Melee Attack Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber.

Frightening Gaze. (Cost 2 Actions) Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Villains

Darth Tyranus

Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans.

Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett.

As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.

Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

Villains



























Sith Duelist

Medium humanoid (human), lawful dark


  • Armor Class 22
  • Hit Points 165 (30d8+30)
  • Speed 30 ft. walk

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 13 (+2) 18 (+4) 19 (+4) 22 (+6)

  • Saving Throws Dex +12, Wis +10, Cha +12
  • Skills Athletics +8, Insight +10, Perception +10, Persuasion +12
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive Perception 20
  • Languages Galactic Basic, one other of your choice
  • Challenge 21 (30,000 XP)

Forcecasting. Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Duelist knows the following force powers:

At-will: denounce, force disarm, force push/pull, force technique, lightning charge, saber reflect, saber throw, shock
1st level: burst of speed, curse, force jump, force throw, slow descent
2nd level: animate weapon, battle meditation, stun, stun droid
3rd level: bestow curse, choke, force lightning, force repulse, telekinetic storm
4th level: freedom of movement, force immunity, shocking shield
5th level: mass animation, stasis, telekinesis
6th level: force chain lightning
7th level: force lightning cone

Duelist. When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

Legendary Resistance (3/Day). When Sith Blade Dancer fails a saving throw, he can choose to succeed instead.

Unarmored Defense. While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC.

War Casting. When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

Actions

Multiattack. When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.

Lightfoil Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (3d8+8) energy damage.

Reactions

Parry When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

Legendary Actions

Sith Duelist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Duelist regains spent legendary actions at the start of his turn.

Move. Sith Duelist can move up to his speed without provoking opportunity attacks.

Forcecasting. Sith Duelist can cast an at-will force power.

Lightfoil Sith Duelist makes one Lightfoil attack.

Forcecasting (1 legendary action per power level). Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

Villains

Darth Vader

Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker.

Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened "Darth Vader" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.

Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

Villains















Sith Cyborg

Medium humanoid (human), lawful dark


  • Armor Class 20 (+2 Heavy Durasteel armor) or 22 (knight speed)
  • Hit Points 346 (33d10+165)
  • Speed 30 ft. walk

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 23 (+6)

  • Saving Throws Str +13, Dex +5, Con +10, Int +10, Wis +9, Cha +12
  • Skills Athletics +13, Technology +10, Insight +9, Intimidation +18, Investigation +10, Perception +9, Piloting +16
  • Damage Resistances fire, cold
  • Damage Immunities posion; kinetic, energy, and ion from non-enhanced weapons
  • Damage Vulnerabilites lightning
  • Condition Immunities blinded, deafened, frightened
  • Senses darkvision 60 ft., Blindsense 10 ft., passive Perception 18
  • Languages Galactic Basic, Huttese, Bith, Sith
  • Challenge 23 (50,000 XP)

Channel the Darkness. As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173).

Double Vision During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round.

Forcecasting. Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull, saber throw, saber reflect
1st level: burst of speed, curse, force jump, sap vitality, sense force, wound
2nd level: drain vitality, force sight
3rd level: bestow curse, choke, knight speed, horror
4th level: drain life, hysteria, shroud of darkness
5th level: dominate mind, telekinesis, siphon life
6th level: crush, telekinetic burst
7th level: master speed, whirlwind
8th level: earthquake, master force scream, telekinetic wave

Force Resistance Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage.

Force Senses. Sith Cyborg has advantage on Wisdom (Perception) Checks.

Legendary Resistance (3/Day). If Sith Cyborg fails a saving throw, he can choose to succeed instead.

Scornful Rebuke. When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated

Tech Resistance Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

Actions

Multiattack. Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power.

Frightful Presence Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours.

Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage, on a hit a creature makes a DC 20 Wis save or become frightened.

Reactions

Parry Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

Legendary Actions

Sith Cyborg can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Cyborg regains spent legendary actions at the start of his turn.

Move. Sith Cyborg can move up to his speed without provoking opportunity attacks.

Forcecasting. Sith Cyborg can cast an at-will force power.

Force enhanced Greatsaber (2 legendary actions) Sith Cyborg makes one Greatsaber attack, while also casting an at-will power.

Forcecasting (1 legendary action per power level). Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

Villains






















Sith Necromancer

Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals.

Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.



Sith Necromancer

Medium humanoid, dark


  • Armor Class 18 (heavy durasteel armor)
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 21 (+5)

  • Skills Athletics +7, Lore +8, Perception +12, Stealth +8
  • Damage Resistances psychic, necrotic, unenhanced kinetic
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 22
  • Languages Galactic Basic, Sith
  • Challenge 15 (13,000 XP)

Legendary Resistance (3/Day). If the necromancer fails a saving throw, it can choose to succeed instead.

Master of the Grave. While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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

Forcecasting. The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

The necromancer knows the following force powers:

At-will: enfeeble, shock, force push/pull, lightning charge, feedback, slow
1st-level: burst of speed, improved feedback, wound
2nd-level: animate weapon, affliction
3rd-level: plague, knight speed
4th-level: freedom of movement, shocking shield
5th-level: greater feedback, mass animation
6th-level: scourge
7th-level: ruin

Actions

Multiattack. The necromancer makes three sith sword attacks.

Sith Sword. Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage.

Legendary Actions

The necromancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The necromancer regains spent legendary actions at the start of its turn.

Sith Sword. The necromancer makes a sith sword attack.

At-Will. The necromancer casts an at-will force power.

Move. The necromancer moves up to its speed without provoking opportunity attacks.

Tsaiwinokka Hoyakut (Costs 3 Actions). Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.

Villains

































Sith Zombie

Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead.

Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures.

The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait.

With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.


































Sith Zombie

Medium undead, neutral dark


  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages of its conjurer
  • Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage and 2 necrotic damage.

Villains

Speeders

A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed flight. Airspeeders are able to fly at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers.

Landspeeder

Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers.

Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire.

Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit configurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.

There are many types of landspeeders, from sporty civilian models designed for speed and flashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built specifically for military use.

X-34 Landspeeder

The X-34 is a civilian landspeeder of mundane design produced by SoroSuub Corporation. Built with a powerful repulsorlift engine augmented with three air-cooled thrust turbines, the X-34 hovers up to a meter off the ground during operation. The vehicles are capable of crossing rough terrain, and are well-suited for harsh desert climates. Available in open-air or sealed cockpit designs, the speeders lack any form of combat capability in the form of weapon mounts or armor. The X-34 is fast, if fairly nondescript in appearance, and measures 3.4 meters in
length. X-34 landspeeders utilized by the
Rebel Alliance were retrofitted with
blaster cannons.



Landspeeder, X-34

Large construct, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 45 (6d10+12)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Cargo Skiff

The Ubrikkian Industries Bantha-II cargo skiff is designed to transport cargo and is common in spaceports and warehouses across the galaxy. It has one open deck with a simple control station located near the rear of the vehicle that allows it to be piloted even by unprofessional laborers or amateurs.

The skiff's repulsorlift engines allow it to hover 50 meters off the ground while its rear thrust nozzles propel the craft forward at a top speed of 250 kilometers per hour. A pair of steering vanes on the rear also provide very limited maneuverability which make it dangerous to travel at a fast speed. They cost 8,000 credits new.

Most variants are equipped with retractable magnetic lifters and loading ramps. Once onboard the craft, the cargo is held in place by magnetic fasters and/or cargo straps. The average Bantha-II is able to carry around 100 tons of cargo, although as many as 16 seats could be installed on its deck allowing the vehicle to operate as passenger transports or even pleasure craft.

Among the most common of modifications to the original design is the installment of an enclosed deck and pilot station. Military versions have reinforced hull and blaster cannons bolted to the front and side railings.



Landspeeder, Cargo Skiff

Huge construct, unaligned


STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 14 (+2) 10 (+0) 10 (+0) 7 (-1)

  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted (2). The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.


Hull

Armor Class 11 (light plating)

Hit Points 50

Light Plating. If a single attack does less than 5 points of damage, the Skiff takes no damage. If the attack does 5 or more damage, the Skiff takes damage normally.


Control: Helm

Armor Class 12 (light plating)

Hit Points 15

Action

Move. The skiff can use its helm to move. Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the skiff can't turn.


Movement: Repulsorlift

Armor Class 12

Hit Points 25; -25 feet speed per 7 points of damage taken.

If its repulsorlift is destroyed, the skiff cannot maintain altitude.

Speed fly 90 ft. (Maximum altitude 150 ft)


Weapon: Turret (Optional)

Armor Class 15 (light plating)

Hit Points 40

Action

Ranged Weapon Attack: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) energy damage.

Skiffs typically include a turret only when they are equipped for combat.

Speeder Bike

Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes.



Joben T-85 Speeder Bike

The Joben T-85 speeder bike was a speeder bike model manufactured by the Zebulon Dak Speeder Corporation, and named after the famous swoop racer Thall Joben.



Joben T-85 speeder bike

Large construct, unaligned


  • Armor Class 14
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 70 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.





























Swoop

A swoop, or swoop bike, was a type of repulsorlift vehicle designed for speed. In essence, it was a more dangerous version of a speeder bike that both its enthusiasts and its detractors described as an "engine with a seat." Although more powerful than speeder bikes, swoops were crude and lacked finesse. They were hard to control, requiring instinct, strength, and timing. Swoops were capable of traveling at over six hundred kilometers per hour. While some could travel several hundred kilometers above a planet's surface, they generally kept a low altitude.

Swoop races were popular on many planets across the galaxy and were loved for their excitement and outlaw image. Swoops were to speeder bikes what airspeeders were to landspeeders. Swoops were often used by gangs and criminals, and such organizations bore the mantle of swoop gang. After the Galactic Empire outlawed podracing, swoop racing became the favored alternative.


Swoop

Large construct, unaligned


  • Armor Class 10
  • Hit Points 27 (6d10 - 6)
  • Speed 0 ft., fly 90 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 8 (-1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Unstable. The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

Actions

Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Evade. If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss.

Villains


























T'landa Til

The t'landa Til are a massive, quadrupedal, sentient species distantly related to the Hutts. They possess long, thin, whipping tails and four trunk-like legs with huge, padded feet. They also have a tiny pair of arms with delicate hands, each with four fingers. Their faces resemble those of the Hutts save for a long, thick horn above their snout. Like the Hutts, their necks are short and humped—almost nonexistent. They have thick, oily, leathery skin, which hangs in creases, wrinkles, and loose folds. This skin is especially prominent below the neck, where it hangs so loose that it hides the arms when they are folded against the chest.



























The t'landa Til also have two hearts and three stomachs. Male t'landa Til make a sound that attracts females during mating season. This humming vibration is produced when air flows over the cilia in a male's inflated neck pouch. This vibration stimulates a female's pleasure centers. This ability is accompanied by the males' low-grade empathic ability, which they use to project pleasant feelings toward females. The t'landa Til can use this same pouch to create sonic and subsonic vibrations with powerful effects on other species. The average t'landa Til stands about 2 – 2.5 meters tall.




T'landa Til

Large Sentient Creature, neutral balanced


  • Armor Class 17 (Natural Armor)
  • Hit Points 110 (l3d10+39)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3)

  • Condition Immunities Energy & Kinetic damage from unenhanced sources
  • Senses passive Perception 11
  • Languages Basic & Huttese
  • Challenge 9 (5,000 XP)

Trampling Charge. If the T'landa Til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the T'landa Til can make one stomp attack against it as a bonus action

Actions

Multiattack The T'landa Til makes 3 attacks one gore attack and two stomp attacks

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) piercing damage

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 14 (2d10+4) bludgeoning damage.

Mating Call (Recharge 5-6). The T'landa Til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the T'landa Til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save.

While charmed by the T'landa Til, the target seeks to assist the T’landa Til by any means within the target’s power and perspective (including attacking its enemies, and fulfilling its goals if these are known to the target).

Whenever a target takes damage from a source other than the T'landa Til, the target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns

Villains

DF.9 Anti-Infantry Battery

Manufactured by Golan Arms, the DF.9 is a fixed emplacement anti-infantry weapon. It incorporates a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing composed of heavily-armored durasteel, with proton-shielding that is resistant to close-quarters blaster fire. The tower features a front access panel, and an upper observation hatch.

The turreted laser cannon employs precision targeting computers and has an optimal rang of three kilometers, although the laser cannon is capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 is capable of firing a shot every three seconds, with the impact of the energy beam scattering explosive energy and producing a secondary blast of radiation with an eight-meter radius impact point that can effectively destroy entire squads of soldiers. Skilled gunners can use the DF.9's accuracy to effectively disable army support systems and light vehicles, and it is devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport.

The DF.9 is best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It can be installed on multiple terrain types. The nature of the DF.9's fixed emplacement means that the unit is not able to be moved easily.




DF.9 Anti-Infantry Turret

Large construct, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 75 (10d10+20)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 8 (3,900 XP)

Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

Heavy Armor & Shielding. The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Vulnerable Interior The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Multiattack. The turret makes two laser cannon attacks.

Laser Canon. Ranged Weapon Attack: +6 to hit, range 300/900 ft., one target that must be at least 60 ft away from the turret. Hit 16 (4d6+2) energy damage. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

Villains

E-WEB Heavy Repeating Blaster

The Emplacement Weapon, Heavy Blaster, or E-WEB, is a a heavy repeating blaster manufactured by BlasTech Industries. It is able to be broken down into parts and carried by a small crew of troopers making it fairly mobile, but has to be rigidly mounted in order
to counteract the effects of its incredible fire-
power.

It requires two crew members for optimal effectiveness. One crewer mans the gun, and the other monitors and adjusts the Eksoan Class-4T3 power generator. Like many high-yield generators, the 4T3 is prone to overheating and potentially explosive overload, despite its advanced Gk3 Cryocooler cooling unit. Power is fed into the E-Web via a conduit that connects to the base of the TR-62 Autocushion Tripod. The built-in comlink with automatic encryption allows for secured communication with other units. The computerized fire control and targeting system includes infrared and StarVision low-light enhancement for use in night combat. Overall, the E-Web can be transported and assembled for firing within a minute or less, although it will take up to ten minutes for
its generator to reach full power.

If the 4T3 generator is "cold," it can take nearly fifteen minutes for the crew to deploy the weapon, calibrate the generator and configure the targeting software. Some Imperial crews pre-charged the generator before use for faster set-up.



























E-WEB Heavy Repeating Blaster

Medium construct, unaligned


  • Armor Class 10
  • Hit Points 36 (8d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Targeting Systems. The turret uses its Intelligence modifier for attacks, save DCs, and damage rolls.

Engineer. The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

Explosive Destruction. When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Actions

Multi-Attack. The turret makes two burst attacks.

Burst Fire. The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage.

Regulate. The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action.

Saturate. This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

Villains

1.4 FD P-Tower

Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower is a light laser cannon employed as a fixed emplacement anti-vehicle weapon. It is designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it has difficulty targeting fast-moving vehicles. The unit is quick to produce and inexpensive.

The main bulk of the weapon is a 2.8 meter high energy dish that has sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors are placed on the upper edge of the dish, and a single light laser cannon emanates from the center of the dish. To fire the weapon, energy is fed directly into each micropower router which holds the charge until the firing computer registers that the Energy Conversion Point had been achieved. The power conversion cells around the dish glows once the weapon is primed to fire. At that point, the firing computer channels the energy from the routers into the main power converter located at the center of the dish, firing the weapon. The energy beam moves through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that is effective against repulsorcraft, landspeeders, and airspeeders.

The 1.4 FD P-Tower utilizes an Atgar C-6 battery, which only retains enough power for eight shots before needing to be replaced. The battery is easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon has unlimited fire capability. The weapon also suffers from a low fire rate, and requires ten seconds to build up an adequate charge.

The visible dish was also a tempting target for opponents, although the weapon itself is protected by light armor plating.











































1.4 FD P-Tower Turret

Large construct, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 52 (8d10+10)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 13 (+1) 18 (+4) 11 (+0) 4 (-3)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Laser Canon (Recharge 4-6). The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6+4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.

Villains

Sentry Gun

Sentry guns come in a wide variety of different sizes, yields, and types. These weapons can typically be found near high-value areas such as detention cells, command centers, and laboratories. For best results, they are placed in areas such as corners, above security doors, or other positions that afford them a wide field of fire. Sentry guns are usually linked to the central security system, but can be operated manually by remote. Once activated, these turrets may use active sensors and preprogrammed criteria to identify threats and fire upon any hostiles they encounter. Sentry guns are also used on starships and may automatically engage nearby hostiles and are linked to the ship's central security system. Some sentry guns include targeting sensors that seek out energy signatures from enemy weapons, with built-in computers to determine which targets pose the most immediate threat.


Ax-108 "Ground Buzzer" Sentry Gun

Medium construct, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 33 (6d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 13 (+1) 14 (+3) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Targeting Systems. The sentry gun uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Repeating Blaster Burst. The sentry gun sprays a 10-foot-cube area within 100 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12+3) energy damage. On a success, the creature takes half damage.

Sonic Cannon

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, is a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars.

The LR1K cannon uses sonic blaster technology that employs internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy is stabilized by a containment sphere within the cannon. The LR1K requires one or two gunners to operate, although the cannon's advanced, highly-precise targeting computers are capable of doing most of the work. A critical hit with this weapon will instantly kill any average clone.



LR1K Sonic cannon

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 76 (8d10+48)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 18 (+4) 14 (+2) 11 (+0) 4 (-3)

  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 3 (700 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Actions

Sonic Blast. The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6+3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

Villains

Underworld

Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

Assassins

Members of the profession are referred to by many euphemisms and epithets: "problem solvers" in the Corporate Sector Authority, "exterminators" in the Outer Rim Territories, and "slayers" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the best-paid and most-despised members of the galaxy's underworld.

Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society.



Noghri Lethal Assassin

Medium humanoid (Noghri), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 110 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

  • Saving Throws Dex +8 Int +4
  • Skills Perception +10, Stealth +11, Survival +10, Acrobatics +8
  • Senses passive Perception 20
  • Languages Basic, Honorghran
  • Challenge 6 (2,300 XP)

Powerful Leap. If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

Strong-Legged. When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air

Cunning Action. On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Assassin deals an extra 17 (5d6) 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 Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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

Actions

Multiattack. The Assassin makes two melee weapon attacks or two ranged weapon attacks.

Techblade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6+5)

Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft melee or range 20/60ft., one target in range. Hit 7 (1d4+5)

Reactions

Uncanny Dodge. The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.



Armstech Specialist

Medium Humanoid (duros), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 98 (13d8+39)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 20 (+5) 14 (+2) 12 (+1)

  • Saving Throws Con +6, Int +8
  • Skills Technology +8, Piloting +8, Acrobatics +8, Perception +5, Stealth +8
  • Senses darkvision 60ft passive Perception 16
  • Languages Galactic Basic, Durese
  • Challenge 6 (2,300 XP)

Tech Casting. The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation
1st Level: target lock, tracer bolt, absorb energy, energy shield, charge powercell
2nd Level: translocate, infiltrate, smuggle
3rd Level: explosion, cryogenic suspension, debilitating gas, tech override
4th Level: cloaking screen, salvo, corrosive sphere
5th Level: greater translocate, shutdown, paralyze creature
6th Level: disintegrate, firestorm

Potent Aptitude (3/day). The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

Tech Resistance. The Specialist has advantage on saving throws against tech powers.

Close Call (3/day). When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

Weapons Tech Enhancements. The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included).
Amplifying Barrel. Specialist gains a +2 to damage (included).
Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.
Booming Strikes.
Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.
Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

Actions

Sniper Rifle. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit 22 (1d12+3d6+7) energy damage.

Bayonet. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (1d6+2d6+7) kinetic damage.

Reactions

Snap Fire. The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.










Assassin

Medium humanoid (any), any alignment


  • Armor Class 15 (heavy combat suit)
  • Hit Points 78 (12d8+24)
  • Speed 30 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, Deception +4, Perception +4, Stealth +11
  • Damage Resistances Poison
  • Senses passive Perception 14
  • Languages Galactic Basic and one other
  • Challenge 3 (700 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Sneak Attack (1/Turn). The assassin deals an extra 13 (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 assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Actions

Multiattack. The assassin makes two weapon attacks.

Hidden blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) kinetic damage.

Hold-out. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage.

Black Market Scientists


Anzellan Droidsmith

Tiny humanoid, chaotic good


  • Armor Class 14 (small and nimble)
  • Hit Points 2 (3d4-8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 6 (-2) 18 (+4) 11 (+0) 12 (+1)

  • Skills Astrotech's Tools +8, Investigation +6, Stealth +5, Technology +8
  • Damage Resistances lightning
  • Condition Immunities blinded, shocked
  • Senses darkvision 120 ft.
  • Languages Galactic Basic, Binary, Anzellan
  • Challenge 1/2 (100 XP)

Detail Oriented. The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.

Puny. The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.

Small and Nimble. The Anzellan droidsmith is too small and fast to effectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.

Techcasting. The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points. The droidsmith knows the following tech powers:

At-will: electroshock, on/off, temporary boost
1st-level: homing rockets, oil slick, repair droid
2nd-level: hold droid, motivator boost, truth serum

Actions

Ion Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 5 (1d4+3) ion damage.


Black Market Lab-Tech

Medium humanoid (any), any alignment


  • Armor Class 15 (fiber armor+light shield generator)
  • Hit Points 75 (10d8+30)
  • Speed 30ft.

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

  • Saving Throws Dex +4
  • Skills Lore +6, Perception +3, Technology +6
  • Senses Passive Perception 13
  • Languages Galactic Basic, two others
  • Challenge 4 (1100 XP)

Techcasting. The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points. The employee knows the following tech powers:

At will: acid splash, electroshock, poison spray, temporary boost
1st level: kolto pack, overload, stack the deck, tracer bolt
2nd level: electromesh, mirror image, scorching ray
3rd level: sabotage charges, scramble interface

Actions

Poison Spray. Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.


Mad Scientist

Medium humanoid (any), any dark


  • Armor Class 21 (durasteel exoskeleton, heavy shield generator)
  • Hit Points 182 (28d8+56)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 14 (+2) 20 (+5) 9 (-1) 18 (+4)

  • Saving Throws Con +7, Dex +6, Int +10, Cha +9
  • Damage Resistances acid, cold, fire, ion, lighting, and sonic damage
  • Condition Immunities Frightened, exhaustion
  • Skills Deception +9
  • Senses Passive Perception 9
  • Languages Galactic Basic, one other
  • Challenge 16 (18,000 XP)

Acidic Vials. When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage.

Madness. The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an inteliigence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be affected by force confusion for 1 minute.

Tech Resistance. The chief officer has advantage on saving throws against tech powers.

Techcasting. The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points. The chief officer knows the following tech powers:(6th level and above powers are usable 1/day)

At will: electrical burst, electroshock, jet of flame, poison spray, ward
1st level: absorb energy, cryogenic blast, energy shield, oil slick, smoke cloud
2nd level: darkvision, mirror image, pyrotechnics, shatter
3rd level: dimish tech, explosion, sending, tech override
4th level: ballistic shield, holding cell, kolto reserve
5th level: cryogenic spray, friendly fire, shutdown
6th level: disintegrate, kolto infusion
7th level: tactical superiority
8th level: incendiary cloud
9th level: invulnerability

Actions

Multiattack. The mad scinetist makes three Electrobaton attacks.

Electrobaton. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

Maddening Presence (1/Day). Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes affected as if by force confusion for 1 minute. At the end of each of its turns, an affected creature takes 4 psychic damage and repeats this save, ending the effect on a success.































Black Sun

Black Sun held a massive amount of reach and influence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers.

Below the leader of Black Sun were nine Vigos (Old Tionese for "nephew"). Each Vigo ruled over his or her own territory and sector.



Black Sun Vigo

Medium humanoid (Falleen), lawful dark


  • Armor Class 16 (heavy combat suit and light shield generator)
  • Hit Points 98 (10d8+53) .
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 18 (+4)

  • Senses passive Perception 14
  • Skills Persuasion +7, Deception +10, Intimidation+10, Animal Handling +6, Perception +6
  • Languages Common, Falleen
  • Challenge 5 (1800 XP)

Sneak Attack (1/Turn). The Manipulator deals an extra 7 (2d6) 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 Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

Cunning Action. On each of The Manipulator's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

Multiattack. The Manipulator makes two melee weapon attacks or two ranged weapon attacks.

Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 7 (1d8+3) energy damage.

Hidden Blade Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (1d4+3)

Exude Pheremones (Recharge 5-6) The Manipulator exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of The Manipulator must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

While charmed the target seeks to assist The Manipulator by any means within its power and perspective (including attacking its enemies, and fulfilling its goals if these are known to the target).

Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.































Black Sun Human Replica Droid (HRD)

Droid (appears human), unaligned


  • Armor Class 19 (concealed armored alloy)
  • Hit Points 95 (12d8+36)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 8 (-1)

  • Skills Athletics +8, Perception +12, Stealth +13, Acrobatics +8,
  • Damage Vulnerabilities ion
  • Damage Immunities necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception +22
  • Languages Galactic Basic, Faleen, Huttese, Rodese
  • Challenge 10 (5,900)

Human Replica. The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human.

Circuitry. The HRD has disadvantage on saving throws against effects that would deal ion or lightning damage.

Caculated Strikes. The HRD's attacks are considered enhanced.

Cunning Action. On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The HRD deals an extra 17 (5d6) 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 Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

Assassinate. The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.

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

Actions

Multiattack. The HRD makes three unarmed strikes or three blaster pistol attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (3d8+5) kinetic damage. If the target is a creature, the HRD can choose one of the following additional effects. The target must Succeed on a DC 13:

  • Strength saving throw or drop one item it is holding (HRD's choice).
  • Dexterity saving throw or be knocked prone.
  • Constitution saving throw or be stunned until the HRD's next turn.

Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 40/160, one target. Hit: 8 (1d6+5) energy damage.

Villains

Hutts

Hutts are a large slug-like sentient species native to the planet Nal Hutta. They are well known as galactic gangsters whose Grand Hutt Council controlls the Hutt Clan crime syndicate.

Biology & Appearance. Hutts have large mouths, stubby arms, and three lungs. They are tough and muscular with thick leathery skin, which is wrinkled and slimy. Their tails are supported by a skeletal spine. Despite their legendary adult size, Hutts start out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta has a hot atmosphere and is frequently streaked by greasy rains, creating a fetid sauna in which Hutts are most comfortable. Hutts can live for centuries—Jabba was 604 when he was killed—and can grow to enormous sizes.

Some Hutts suffer from a genetic defect that causes their skin to be bereft of pigment and prone to cracking.

Culture. Most Hutts are crime lords who live opulent lives overseeing criminal underworld activities like smuggling, slavery, gambling and bounty hunting in Hutt Space. They are typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception.

The Hutt Clan is divided into families known as kajidics: Jabba's family was the Desilijic kajidic. Hutts bandage and bury their dead.

Classical architectural Hutt style can be seen on the planet Mataou. It is characterized by terraced buildings with sloping gates, and white and red colors.

Clothing is optional for Hutts, and some use live Sha'rellian toops as hairpieces. Hutts like to eat gorgs, slime pods and Klatooine paddy frogs, and are known to smoke hookah pipes.

Boonta Hestilic Shad'ruu was a Hutt
who ascended to godhood. To
celebrate the deity's ascension,
the celebration of Boonta Eve
was created.



Hutt Wrestler

Large humanoid (Hutt), unaligned


  • Armor Class 11 (hide)
  • Hit Points 126 (12d10+60)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 14 (+2) 10 (+0) 10 (+0)

  • Skills Intimidate +8
  • Saving Throws Str +8, Con +8
  • Damage Resistances acid, poison
  • Condition Immunities charmed, prone
  • Senses passive Perception 10
  • Languages Huttese, Galactic Basic
  • Challenge 8 (3,900 XP)

Physicality. The Hutt uses his strength score for Intimidation checks.

Actions

Multiattack. The Hutt makes two slam attacks.

Slam. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit 9 (1d8+5) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled.

Tail. Melee Weapon Attack +8 to hit, reach 10 ft., one target. Hit 14 (2d8+5) kinetic damage, and the target is knocked prone.

Crush. The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8+5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.



Hutt Crime Lord

Large humanoid (Hutt), unaligned


  • Armor Class 14 (hide, survival instinct)
  • Hit Points 128 (14d10+60)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 17 (+3) 18 (+4) 15 (+2) 18 (+4)

  • Skills Deception +8, Insight +6, Intimidate +12, Perception +6, Persuasion +8
  • Saving Throws Con +7, Int +8, Cha +8
  • Damage Resistances acid, poison
  • Condition Immunities charmed, prone
  • Senses passive Perception 16
  • Languages Huttese, Galactic Basic
  • Challenge 10 (5,900 XP)

Dominating Presence (1/rest). As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn’t do anything that it doesn’t allow it to do.

During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction.

Innate Tech Casting. The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers:

At will: assess the situation
3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier
1/day: kolto cloud, tactical advantage

Reassemble (1/rest). Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modifier (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks.

Survival Instinct. Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modifier (rounded down, included in Armor Class).

Tyrant's Ferocity. Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

Legendary Resistance (3/Day). When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Hutt makes two slam attacks or two hold-out blaster attacks.

Hold-Out Blaster. Ranged Weapon Attack +3 to hit, range 30/120, one target. Hit 1 (1d4 - 1) energy damage

Slam. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 6 (1d8+2) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled.

Tail. Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit 11 (2d8+2) kinetic damage, and the target is knocked prone.

Reactions

Call the Guards. When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

Legendary Actions

Hutt Crime Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutt Crime Lord regains spent legendary actions at the start of his turn.

Overwhelming Presence. Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

Tech Casting (2 legendary actions). Hutt Crime Lord can cast an innate tech power.

Hold-out. Hutt Crime Lord makes one hold-out blaster attack.

Tail. Hutt Crime Lord makes one tail attack.

Villains



































Salvagers

A scavenger or salvager, often abbreviated "scav," is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.











































Salvager

Medium tech-caster, any alignment


  • Armor Class 14 (heavy combat suit)
  • Hit Points 33 (6d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0)

  • Skills Investigation +4, Lore +4, Technology +4
  • Senses passive Perception 10
  • Languages Galactic Basic, one other
  • Challenge 2 (450 XP)

Techcasting. Techcasting. The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points. The salvager knows the following tech powers:

At will: electroshock, mending, poison spray, ward
1st level: tactical barrier, tranquilizer
2nd level: cryogenic volley, infiltrate

Staunch The salvager has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The salvager makes two melee or ranged weapon attacks.

Heavy Shotgun. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (2d4+2) kinetic damage.

Heavy Shotgun Burst. Ranged Weapon Attack: 10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage.

Electrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.


Veteran Salvager

Medium tech-caster, any alignment


  • Armor Class 15 (h. combat suit+light shield gen.)
  • Hit Points 33 (6d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 18 (+4) 13 (+1) 11 (+0)

  • Saving Throws Dex +4
  • Skills Investigation +6, Lore +6, Technology +6
  • Senses passive Perception 11
  • Languages Galactic Basic, two others
  • Challenge 3 (700 XP)

Nanobot Cloud. As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no effect on humanoids.

Techcasting. The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points. The veteran salvager knows the following tech powers:

At will: electroshock, jet of flame, poison spray, temporary boost
1st level: absorb energy, cryogenic blast, energy shield, oil slick
2nd level: detect invisibility, mirror image, paralyze humanoid
3rd level: tactical advantage, kolto cloud

Actions

Multiattack. The salvager makes two weapon attacks.

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



Outlaw Archaeologist

Medium humanoid (human), chaotic balanced


  • Armor Class 17 (fiber armor, 19 with tactical advantage)
  • Hit Points 98 (15d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 24 (+7) 14 (+2) 16 (+3)

  • Saving Throws Dex +9, Con +6, Int +11, Cha +7
  • Skills Deception +11, Investigation +11, Lore +11, Nature +11, Perception +6, Technoloy +11
  • Senses Passive Perception 16
  • Languages Galactic Basic, Binary, Huttese, Shyriiwook
  • Challenge 12 (8,400)

Legendary Resistance (3/day). If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead.

Practiced Liar. Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage.

Sneak Attack (1/turn). The Outlaw Archaeologist deals an extra 17 (5d6) 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 Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack.

Tech Resistance. The Outlaw Archaeologist has advantage to on saving throws against Tech Powers.

Techcasting. The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks). The Outlaw Archaeologist has 29 tech points and knows the following tech powers:

At-will: electroshock, encrypted message, mending, ward
1st level: element of surprise, holographic disguise, repair droid, translation program
2nd level: hold droid, infiltrate, shatter, smuggle
3rd level: explosion, tactical advantage
4th level: ballistic shield, cloaking screen
5th level: override interface
6th level: disintegrate

Actions

Multiattack. The Outlaw Archaeologist makes two attacks.

Techblade. Melee Weapon Attack: +9 to hit, Reach 5ft., one target. Hit: 8 (1d6+5) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged 40/160 ft., one target. Hit: 9 (2d6+5) energy damage.

Legendary Actions

The Outlaw Archaeologist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Outlaw Archaeologist regains spent legendary actions at the start of its turn.

At-Will Power. The Outlaw Archaeologist casts an At-Will power.

Move. The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity.

Cast Tech Power (Costs 2 actions). The Outlaw Archaeologist casts a Tech Power, expending tech points as normal.

Boop (Costs 3 actions). The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) fire damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

Smugglers

A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners.

By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the flow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming significant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.



Smuggler

Medium Humanoid (any), chaotic balanced


  • Armor Class 17 (heavy combat suit)
  • Hit Points 60 (9d8+18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Dex +8, Cha +6
  • Senses passive Perception 16
  • Skills Persuasion +6, Deception +9, Piloting +10, Acrobatics +8, Perception +6
  • Languages Galatic Basic, Huttese
  • Challenge 4 (1,100)

Cunning Action. On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Smuggler deals an extra 12 (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 Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

Bad Feeling When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

Tech Casting. The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points). The Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the situation
1st Level: target lock, element of surprise, flash, oil slick, smoke cloud,stack the deck
2nd Level: translocate, mirror image, charge powercell, infiltrate, smuggle
3rd Level: debilitating gas, invisibility to cameras

Actions

Multiattack. The Smuggler makes two weapon attacks

Heavy Blaster Pistol Ranged Weapon Attack. +8 to hit, range 40/160, one target. Hit 9 (1d8+5) energy damage.

Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d4+5)



Baron Administrator

Medium humanoid (human), chaotic balanced


  • Armor Class 17 (fiber armor, light shield)
  • Hit Points 110 (20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 12 (+1) 22 (+6) 16 (+3) 20 (+5)

  • Saving Throws Cha +9, Dex +9, Int +10,
  • Senses passive Perception 21
  • Condition Immunities charmed, frightend
  • Skills Deception +13, Investigation +10, Persuasion +13, Piloting +10, Stealth +9, Sleight of Hand +13,
  • Languages Galatic Basic, Huttese, Rodese, Shyriiwook, Sullustese
  • Challenge 12 (8,400 XP)

All In (3/day). When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.

Critical Analysis. As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the Baron can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes

Cunning Action. On each of its turns, the Baron can use a bonus action to take the Dash, Disengage, or Hide action.

Lucky (3/day). When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

Lucky Number 7. whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.

Legendary Resistance (3/Day). When the Baron fails a saving throw, he can choose to succeed instead.

Multitasker. The Baron can take a second reaction each round. It can only take one reaction per turn.

Sneak Attack (1/Turn). The Baron deals an extra 18 (6d6) 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 Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll.

The Idiot's Array. When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

Actions

Multiattack. When the Baron makes three weapon attacks.

Heavy Pistol Ranged Weapon Attack. +9 to hit, range 40/160, one target. Hit 13 (2d8+5) energy damage.

Hidden Blade Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (2d4+5)

Reactions

Tell Me The Odds. If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.




























Legendary Corellian Smuggler

Medium Humanoid (human), chaotic balanced


  • Armor Class 20 (heavy combat suit +1)
  • Hit Points 130 (15d8+30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 14 (+2) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Dex +12, Int +9, Wis +8, Cha +8
  • Senses passive Perception 18
  • Damage Resistances cold, lightning, kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightend
  • Skills Persuasion +13, Deception +13, Piloting +14, Acrobatics +12, Perception +8
  • Languages Galatic Basic, Huttese, understands but cannot speak Shyriiwook
  • Challenge 16 (15,000)

Shoots First. When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler.

Alert. The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler.

Cunning Action. On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (3/Day). When the Smuggler fails a saving throw, he can choose to succeed instead.

Sneak Attack (1/Turn). The Smuggler deals an extra 18 (6d6) 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 Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

Avoidance. If the Smuggler 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.

Bad Feeling When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

Tech Casting. The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points). The Smuggler knows the following powers:

At Will: combustive shot, encrypted message, assess the situation
1st Level: target lock, element of surprise, flash, oil slick, smoke cloud, stack the deck
2nd Level: translocate, mirror image, charge powercell, infiltrate, smuggle
3rd Level: debilitating gas, invisibility to cameras
4th Level: salvo
5th Level: mislead, override interface, shutdown

Actions

Multiattack. The Smuggler makes three weapon attacks

Modified DL44 Blaster Ranged Weapon Attack. +12 to hit, range 40/160, one target. Hit 19 (3d8+7) energy damage.

Hidden Blade Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 15 (4d4+7)

Reactions

Uncanny Dodge. The Smuggler halves the damage that it takes from an attack that hits it.


Legendary Wookiee Smuggler

Medium humanoid (wookiee), chaotic light


  • Armor Class 18 (wookiee hide)
  • Hit Points 150 (20d8+60)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 8 (-1)

  • Saving Throws Str +11, Dex +10, Con +8, Wis +8,
  • Senses Darkvision 60ft., passive Perception 18,
  • Damage Resistances cold, lightning, kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightend
  • Skills Athletics +16, Technology +7, Piloting +12, Nature +8, Perception +8
  • Languages Shyriiwook, understands but cannot speak Galatic Basic, Huttese
  • Challenge 15 (13,000 XP)

Agressive. As a bonus action, the smuggler can move up to its speed toward a hostile creature that it can see.

Close Quarters Shooting. If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

Brawling Mastery. The smuggler's speed isn’t affected by carrying a grappled creature who is large or smaller.

Legendary Resistance (3/Day). When the Smuggler fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The smuggler makes three weapon attacks.

Modified Wookiee Bowcaster Ranged Weapon Attack. +10 to hit, range 40/160, one target. Hit 20 (3d10+5) energy damage.

Unarmed Strike Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 14 (2d8+6) and the target is grappled.

Rend (1/turn). The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

Reactions

Close Quarters Mastery. The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, or mercenaries.


Aqualish Enforcer

Medium humanoid (aqualish), chaotic dark


  • Armor Class 16 (durasteel armor)
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Aqualish and one other
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.

Fury. The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

Actions

Multiattack. The aqualish makes two weapon attacks.

Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (1d12+4+1d8) kinetic damage.

Slugthrower. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage.

Burst. The aqualish sprays a 10-foot-cube area within range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

Battle Cry (1/Day). Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.




































Gladiator

Medium humanoid (any), chaotic dark


  • Armor Class 16 (combat suit, heavy shield)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 5 (1,800 XP)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes two vibroblade attacks and one shield bash.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.








































Berserker

Medium humanoid (any), any chaotic alignment


  • Armor Class 13 (heavy combat suit)
  • Hit Points 67 (9d8+27)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 2 (450 XP)

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) kinetic damage.








































Ruffian

Medium humanoid, neutral dark


  • Armor Class 14 (battle armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 9 (-1) 12 (+1)

  • Skills Intimidation +3
  • Senses passive Perception 9
  • Languages Basic, Huttese
  • Challenge 1/2 (100 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one target. Hit: 6 (1d8+2) energy damage

Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) kinetic damage.


Spy

Medium humanoid (any), any alignment


  • Armor Class 12 (unarmored)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two weapon attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage.

Techblade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) kinetic damage.



Thug

Medium humanoid (any), any alignment


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

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)

  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 1/8 (25 XP)

Actions

Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage

Vibromace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) kinetic damage.

Burst. The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

Ugnaughts

Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants.


Ugnaught Rigger

Small humanoid (Ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 72 (16d6+16)
  • Speed 25 ft.

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

  • Saving Throws Con +3
  • Skills Athletics +3
  • Damage Resistances Acid
  • Senses Darkvision 60ft, passive Perception 10
  • Languages Ugnaught
  • Challenge CR 1 (200 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160 ft, one target. Hit 6 (1d8+2) energy damage.

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)


Ugnaught Boss

Small humanoid (Ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 81 (18d6+18)
  • Speed 25 ft.

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

  • Saving Throws Con +3
  • Skills Athletics +3, Persuasion +3
  • Damage Resistances Acid
  • Senses Darkvision 60ft, passive Perception 10
  • Languages Galactic Basic, Bocce, Jawa, Ugnaught
  • Challenge CR 2 (450 XP)

Aura of Command. Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

Tech Casting. The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off
1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud
2nd-level: Acid Dart, Lock, Smuggle

Actions

Multiattack. The Ugnaught Boss makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +5, range 60/240 ft, one target. Hit 6 (1d6+3) energy damage.

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)

World Devastator

World Devastators, also known as World Smashers, World Sweepers, Planet Smashers, or City Eaters, are gigantic superweapons, successors of the Imperial Leviathan, with strong tractor beams attached to them that can wreak havoc on planets. They were designed by Umak Leth and employed by the Galactic Empire under the reborn Emperor Palpatine.

A Devastator's primary tactic is to land on the surface of a planet where its mighty tractor beam projectors can literally tear the planet beneath it apart. The deconstruction of the planet and its resources will then be used for both fuel for the Devastator and for its massive foundries which churn out starships, starfighters, and droids which may be sent into battle straight from the assembly line. The internal factories can create anything from a starfighter or speeder to a medium-sized cruiser, given enough resources.

Each World Devastator is controlled by a central droid brain—sentient crewmembers are aboard to oversee production and handle navigation or weapons systems. The droid brain is responsible for creating the new weapons of war, and is programmed with
a massive store of ship types and parameters,
able to create a wide variety of vessels for any
combat situation.



In addition, the factories can also focus on upgrading the World Devastator itself; a portion of the raw materials created in the molecular furnace is set aside for advancements to the main body. With these unique customizations, no two "mature" World Devastators are truly alike. Given sufficient time and resources, a World Devastator can even manufacture more World Devastators.

These machines' shields are so strong that even concentrated turbolaser fire cannot penetrate them, and most times any contact with another enemy ship results in the consumption of that ship by the World Devastator. Newer, smaller Devastators carry their shield generators on their outer hull, which may be vulnerable to starfighter attack.

Villains


World Devastator, Juvenile

Garagantuan construct, unaligned


  • Armor Class 19 (armor plating)
  • Hit Points 615 (30d20+300)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 2 (-4) 30 (+10) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Str +18, Con +18
  • Damage Vulnerabilities Ion
  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
  • Senses darkvision 120 ft., passive perception 10
  • Languages Binary
  • Challenge 28 (120,000 XP)

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Droid Manufacturing. The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator.

Earth-Shaking. As a bonus action, the world devastator can send a shock wave through the ground in a 300-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken.

The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.

Heavy Shielding. The world devastator employs heavy shield generators, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Interior Vulnerability. The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Legendary Resistance (3/Day). If the world devastator fails a saving throw, it can choose to succeed instead.

Molecular Engine Collapse. When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is affected by a tear in hyperspace and appears 5d100 miles away in a random direction.

Towering. Creatures of Huge size or smaller can stand in the world devastator's space.

ACTIONS

Multiattack. The world devastator makes three point-defense attacks.

Point-Defense. The world devastator chooses a point within 320 ft and lets loose a barrage of blaster fire from its point defense system. Each creature in a 15ft cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one.

Blast Attacks (Recharge 5-6). The world devastator makes one of the following blast attacks.

Gravitic Beam. The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the world devastator creates the field, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively.

Molecular Engine Flare. The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) fire damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one.

Spew Rock. The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

LEGENDARY ACTIONS

The world devastator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The world devastator regains spent legendary actions at the start of their turn.

Deploy Droids (Costs 2 Actions). The world devastator manufactures a squad of droid troops. It deploys 1 B1-Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator.

Detect. The world devastator makes a Wisdom (Perception) check with advantage.

Point-Defense. The world devastator makes a single attack with its point-defense.

Repair (Costs 3 Actions). The world devastator regains 52 (5d20) hit points.

Villains


































Yuuzhan Vong

The Yuuzhan Vong—"Children of Yun-Yuuzhan", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.

Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain.

The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong.

Culture. Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times.

The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.

Villains

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an affront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

Amphistaff

Like all Yuuzhan Vong biotechnology, amphistaffs were fully organic beings native to the Yuuzhan Vong homeworld. Young amphistaffs grew in trios from leathery polyps, reaching out and snatching whatever prey could be found and redirecting it into the polyp's gaping maw, known as the groundmouth, thus feeding all four entities simultaneously. Eventually the amphistaffs lengthened to around 2 to 3 meters, too large for their polyp to support them. They would break off, escaping their amphistaff breeding gla, and slither into the wilderness leaving the polyp to die. Amphistaffs saw in infrared light.

Warrior Caste

The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphistaff, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster fire or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined.

Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.












































Amphistaff

Small beast, unaligned


  • Armor Class 13
  • Hit Points 13 (3d6+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 12 (+1) 2 (-4) 10 (0) 3 (-4)

  • Damage Immunities energy, poison; ion and kinetic from unenhanced weapons
  • Condition Immunities poisoned
  • Senses truesight 30 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Shaped Fortitude. If damage reduces the amphistaff to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphistaff drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Spit Poison. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Villains

Vongsense

Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots.

This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suffered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere.

Jedi practitioners have to temporarily abandon their connection with the Force in order to use Vongsense.











































Yuuzahn Vong Warrior

Medium humanoid (yuuzahn vong), chaotic neutral


  • Armor Class 17 (vonduun half plate armor)
  • Hit Points 44 (8d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 11 (0)

  • Saving Throws Str +5, Con +4
  • Damage Resistance force
  • Damage Immunities energy while in vonduun armor
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Yuuzhan Vong
  • Challenge 5 (1,800 XP)

Limited Force Immunity. The warrior can't be affected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and effects.

Transform Amphistaff. As a bonus action, the warrior can change the form of its amphistaff.

Actions

Multiattack. The warrior can make two melee weapon attacks.

Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d6+2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Amphistaff (Staff Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage, or 7 (2d4+2) kinetic damage if used with two hands to make a melee attack.

Amphistaff (Whip Form). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Villains

Yuuzahn Vong Warlord

Medium humanoid (yuuzahn vong), chaotic neutral


  • Armor Class 18 (vonduun plate armor)
  • Hit Points 98 (13d8+39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 15 (+2)

  • Saving Throws Str +6, Con +6
  • Damage Resistance force
  • Damage Immunities energy while in vonduun armor
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Yuuzhan Vong
  • Challenge 11 (7,200 XP)

Limited Force Immunity. The warlord can't be affected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and effects.

Martial Advantage. Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated.

Transform Amphistaff. As a bonus action, the warlord can change the form of its amphistaff.

Actions

Multiattack. The warlord can make three melee weapon attacks.

Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 6 (1d6+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Amphistaff (Staff Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage, or 8 (2d4+3) kinetic damage if used with two hands to make a melee attack.

Amphistaff (Whip Form). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.

Reactions

Parry. The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

Villains

Fire Breather

The Fire Breather is a huge leviathan with tough hide and natural chemicals that are manipulated by the Yuuzhan Vong for use as a heavy support organism.

These deadly war beasts have flexible proboscises that spew streams of gelatinous flame, pores that exhale anti-laser aerosols, and hides thick enough to withstand all but a blast from a turbolaser.

The liquid flame is created through a unique chemical reaction caused by the mixture of methane, hydrogen sulfide, and a mysterious substance deep within the guts of the Fire Breather. The beasts are often deployed for clearing out entrenched enemy positions.


Fire Breather

Huge Beast lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10+85)
  • Speed fly 60ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Damage Immunities Fire
  • Skills Perception +8
  • Senses passive Perception 7
  • Languages blindsight 30ft., darkvision 120ft., passive Perception 18
  • Challenge 10 (5,900 XP)

Anti Laser Aerosol. Ranged Weapon Attacks that would deal energy damage have disadvantage against the Fire Breather.

Actions

Multiattack. The fire breather makes two tentacle attacks and one flame sweep attack per round.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8+5) kinetic damage & 6 (2d6) fire damage. If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) fire damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time.

Flame Sweep. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried

Fire Breath (Recharge 5-6). The Fire Breather exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) fire damage on a failed save, or half as much damage on a successful one.

Yorik-Kul

Yorik-Kul, or surge-coral in Galactic Basic Standard, is an organic device used by the Yuuzhan Vong and implanted into slaves, which then allow the slave to receive mental commands from a yammosk or a dhuryam. This, however, comes at a cost, since the wearers will eventually lose their sentience and become mindless beings. Slaves that have lost their minds are used as cannon fodder to absorb blaster fire on the battlefield. Surge-coral also causes its wearers to grow thin and vanish in the Force. Eventually, the Shapers developed surge-coral that is less detrimental to the slaves, which only causes pain instead of turning them into drones.


Yorik-Kul Slave Soldier

Medium humanoid, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 88 (16d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Condition Immunities frightened
  • Senses passive Perception 10
  • Languages Understands Yuuzhan Vong but cannot speak
  • Challenge 2 (450 XP)

Unfeeling Fortitude. If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead.

Psychic Link. The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

Actions

Multiattack. The slave soldier makes two weapon attacks.

Coufee. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) kinetic damage.

Yammosk

Yammosks, or war coordinators, are creatures used as coordinators during battles to send orders to other spacecraft, such as coralskippers, to optimize their actions. Sometimes, Yammosks are placed on covert operation missions where the creature uses its talents to link the mind of Yuuzhan Vong commandos. This provides such operatives with a secured means of communications as their thoughts are linked to one another. Yammosks are at least partially sentient. If destroyed or badly injured, a Yuuzhan Vong war force typically descended into chaos without the guiding influence of its yammosk. A yammosk's control over its forces was also capable of being disrupted through the use of gravitic amplitude modulators.

Villains

Physically, yammosks resemble huge brains, kept in vats, which trail thousands of tentacles. Its only solid bodily structure is its single tooth which is hidden within its boneless flesh.

The tooth is capable of biting with incredible force allowing it to break through rock and ice which are weakened through the secretion of acids.

Yammosk are spawned rather then being created. Immature members of this species are required to be partially submerged in nutrient liquid but in time they become full air-breathers.

A yammosk is considered the physical form of the Yuuzhan Vong god Yun-Yammka, the Slayer body manifested onto the mortal plane.



Yammosk

Large Beast, lawful neutral


  • Armor Class Armor Class 10 (13 with Dovin Basal protection (battle precognition))
  • Hit Points Hit Points 210 (20dl0+100)
  • Speed Speed 5 ft., fly 10 ft..

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)

  • Skills Deception +12, Insight +14, Intimidation +12, Persuasion +12
  • Senses blindsight 120 ft., passive Perception 14
  • Languages Basic, and Yuuzhan Vong but can't speak, telepathy 5 miles
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/Day). If the Yammosk fails a saving throw, it can choose to succeed instead.

Creature Sense. The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner.

Telepathic Hub. The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way.

War Coordinator. The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk

Force Resistance. The Yammosk has advantage on saving throws against force powers and other force effects.

Yuuzhan Vong Biotech. the Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers:

At will: sense emotion, telekinesis, battle precognition
1/day each: dominate mind, mind trap

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6). The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Link. The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time.

Battle Coordination. The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed.

Sense Thoughts. The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

Legendary Actions

The Yammosk can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Yammosk regains spent legendary actions at the start of its turn. Tentacle. The Yammosk makes a tentacle attack.

Break Concentration. The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power.

Psychic Pulse. The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage.

Tentacle attack. The Yammosk makes a tentacle attack.

Villains

Zakkeg

Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas.

Popular Culture. Zakkegs are known for being crafty and stubborn. The mercenary Saponza compared the Tusken Raider known as the Jundland General to a zakkeg after discovering that he had several heavily fortified bases. Associates of the smuggler Liana Kor described her as being as "stubborn as a zakkeg, and twice as mean."


"Its a huge, red lizard that's built like a Baragwin battle tank. It has a hide so thick it might as well be durasteel plating."

―Mandalorian guard captain



Zakkeg

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10+32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 2 (-4) 11 (0) 4 (-3)

  • Saving Throws Str +7
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses passive Perception 10
  • Languages
  • Challenge 7 (2,900 XP)

Keen Smell. The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

Spiked Hide. Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Villains