SW5e Scum and Villainy: Trait List

by Vesh

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Creature Stat Block Traits


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

  • Ambusher. In the first round of a combat, the [CREATURE] has advantage on attack rolls against any creature it surprised.

  • Amphibious. The [CREATURE] can breathe air and water.

  • Assassinate. During its first turn, the [CREATURE] has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the [CREATURE] scores against a surprised creature is a critical hit.

  • Aura of Blood Thirst. If the [ALPHA CREATURE] isn’t incapacitated, any other [CREATURE] can make a melee attack as a bonus action while within 10 feet of the [ALPHA CREATURE].

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

  • Beast of Burden. The [CREATURE] is considered to be Huge for the purposes of determining its carrying capacity.

  • Bioluminescence. The [CREATURE] radiates dim light in a 10 foot radius.

  • Blood Frenzy. The [CREATURE] has advantage on melee attack rolls against any creature that doesn't have all its hit points.

  • Blood Rage. When a creature within 5 feet of the [CREATURE] hits it with an attack, the [CREATURE] may use its reaction to immediately make a melee weapon attack with advantage against that creature.

  • Blood Thirsty. If the [CREATURE] hits the same creature with two [ATTACK A] attacks in one turn, it can make a [ATTACK B] attack as a bonus action.

  • Blunting Ambiance. Each creature that deals kinetic damage with a bladed weapon while within 30 feet of the CREATURE must roll the damage twice and take the lower result.

  • Brave. The [CREATURE] has advantage on saving throws against being frightened.

  • Brutal Critical. When the [CREATURE] 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.

  • Circuitry. The [CONSTRUCT / DROID] has disadvantage on saving throws against effects that would deal ion or lightning damage.

  • Cunning Action. On each of its turns, the [CREATURE] can use a bonus action to take the Dash, Disengage, or Hide action.

  • Damage Transfer. While attached to a creature, the [CREATURE] takes only half the damage dealt to it (rounded down). and that creature takes the other half.

  • Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the [CREATURE], the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

  • Dive Attack. If the [CREATURE] is flying and dives at least 30 feet straight toward a target and then hits it with a [ATTACK] attack, the attack deals an extra [#] (XdY) damage to the target.

  • Echolocation. The [CREATURE] can’t use its blindsight while deafened.

  • Enhanced [WEAPON]. The [CREATURE]'s weapon attacks are considered enhanced for the purposes of overcoming resistances.

  • False Appearance. While the [CREATURE] remains motionless, it is indistinguishable from a normal [CREATURE TYPE].

  • Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to roll.

  • Flyby. The [CREATURE] doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

  • Force-Empowered Strikes. The [CREATURE] deals an additional XdY [TYPE] damage when it attacks with its [WEAPON] (included).

  • Fortified Mind. The [CREATURE] has advantage on saving throws against being charmed and frightened, and it can’t be put to sleep.

  • Freedom of Movement. The [CREATURE] ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.

  • 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.

  • Heated Body. A creature that touches the [CREATURE] or hits it with a melee attack while within 5 feet of it takes [#] (Xd6) fire damage.

  • Hold Breath. The [CREATURE] can hold its breath for [TIME].

  • Howdah. The [CREATURE] carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the [CREATURE] dies, creatures on the platform are placed in occupied spaces within 10 feet of the [CREATURE].

  • Incorporeal Movement. The [CREATURE] 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.

  • Innate [Force / Tech]casting. The [CREATURE]’s [FORCE / Tech]casting ability is [Intelligence / Charisma/Wisdom] ([FORCE / TECH] save DC [#]). It can innately cast the following [FORCE / TECH] powers:
    At-will: [POWER NAME]
    1/Day: [POWER NAME]
    3/Day: [POWER NAME]

  • Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the [CREATURE] has a flying speed of [#] feet. The jetpack lasts for a maximum of [#] minutes.

  • Keen Hearing, Sight, and Smell. The [CREATURE] has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell. [Most commonly a mixture of 1 or 2.]

  • Keen Striking. The [CREATURE] scores a critical hit on a roll of 19 or 20. If at least one of the [CREATURE]'s allies is within 5 feet of its target and the ally isn't incapacitated, the [CREATURE] instead scores a critical hit on a roll of 18-20.

  • Legendary Resistance (3/Day). If the [CREATURE] fails a saving throw, it can choose to succeed instead.

  • Many-eyed. The [CREATURE] has advantage on saving throws made against being blinded.

  • Martial Advantage. Once per turn, the [CREATURE] can deal an extra [#] (Xd6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the [CREATURE] that isn't incapacitated.

  • Mimicry. The [CREATURE] can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC [#] Wisdom (Insight) check.

  • Nimble Escape. The [CREATURE] can take the Disengage or Hide action as a bonus action on each of its turns.

  • Onslaught. As a bonus action, the [CREATURE] can make a shove attack.

  • Operated. The construct requires operation by both a Pilot & Gunner. An active operator acts on its own initiative.

  • Overrun. When the [CREATURE] takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature’s space as difficult terrain. As it moves through the creature’s space, the [CREATURE] can make a [ATTACK] attack as a bonus action.

  • 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.

  • Powerful Build. The [CREATURE] counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

  • Reactive. The [CREATURE] can take one reaction each turn.

  • Reckless. At the start of its turn, the [CREATURE] can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

  • Regeneration. The [CREATURE] regains [#] hit points at the start of its turn if it has at least 1 hit point.

  • Relentless (Recharges after a Short or Long Rest). If the [CREATURE] takes [#] damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

  • Rooted. The [CREATURE] is rooted in place and cannot move.

  • Shadow Stealth. While in dim light or darkness, the [CREATURE] can take the Hide action as a bonus action.

  • Shapechanger. The [CREATURE] can use its action to shapeshift into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. While in this form, the [CREATURE] has advantage on deception checks made to maintain its disguise.

  • Sharpshooter Mastery. The CREATURE’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on its ranged weapon attack rolls.

  • Sharpshooter Style. The CREATURE can mark a target 30 feet or greater from it as a bonus action. Attacks it makes against the target ignore one-quarter and half cover while the target is 30 feet or greater away from it. Additionally, if the target moves at least 5 feet before the start of the CREATURE's next turn, it provokes an opportunity attack from the CREATURE, and it can use a blaster weapon for the attack.

  • Siege Monster. The [CREATURE] deals double damage to objects and structures.

  • Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against [CREATURE].

  • Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the [CREATURE] does not have disadvantage on the attack roll.

  • Space-borne. The [CREATURE] can survive in the vacuum of space.

  • Spider Climb. The [CREATURE] can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • Spiked Hide. Any creature that grapples the [CREATURE] takes [#] (XdY) kinetic damage at the end of its turn.

  • Standing Leap. The [CREATURE]'s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

  • Stench. Any creature other than a [CREATURE] that starts its turn within 10 feet of the [CREATURE] must succeed on a DC [#] Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any [CREATURE] for 1 hour.

  • Sunlight Hypersensitivity. The [CREATURE] takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

  • Sunlight Sensitivity. While in sunlight, the [CREATURE] has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

  • Sure-Footed. The [CREATURE] has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

  • Surprise Attack. If the [CREATURE] surprises a creature and hits it with an attack during the first round of combat, the target takes an extra [#] (Xd6) damage from the attack.

  • Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

  • Telepathy. The [CREATURE] can communicate telepathically with other creatures within it’s line of sight.

  • Tunneler. The [CREATURE] can burrow through solid rock at half its burrow speed and leaves a [#]-foot diameter tunnel in its wake. (Note: The diameter is 5 feet for Small/Medium creatures, 10 feet for Large, 15 feet for Huge, and 20+ feet for gargantuan.)

  • Unhindered Movement. The [CREATURE]’s movement speed is not reduced while moving with a grappled creature.

  • Unnatural Fortitude. If damage reduces the [CREATURE] to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is [TYPE] or from a critical hit. On a success, the [CREATURE] drops to 1 hit point instead.

  • Vulnerable Interior. The [CONSTRUCT]’s interior is vulnerable to damage dealt by grenades, mines, and charges, unless it is immune to that damage. It automatically fails all Dexterity saving throws from such effects that occur in its interior.

  • Warcaster. The [CREATURE] has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an opportunity attack, the [CREATURE] can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.

  • Water-breathing. The [CREATURE] can breathe only underwater.

  • Web Sense. While in contact with a web, the [CREATURE] knows the exact location of any other creature in contact with the same web.

  • Web Walker. The [CREATURE] ignores movement restrictions caused by webbing.

  • [Charge / Pounce / Ram / Trampling Charge]. If the [CREATURE] moves at least 20 feet straight toward a creature and then hits it with a [ATTACK A] attack on the same turn, that target must succeed on a DC # Strength saving throw or be knocked prone. If the target is prone, the [CREATURE] can make one [ATTACK B] attack against it as a bonus action.

  • [FORCE / TECH] Resistance. The [CREATURE] has advantage on saving throws against [FORCE / TECH] powers and other effects.

  • [Horde / Squad / Swarm]. The [GROUP] can occupy another creature’s space and vice versa, and can move through openings large enough for a [SIZE][GROUP CREATURE]. The [GROUP] can’t regain hit points or gain temporary hit points.

  • [Pack / Squad] Tactics. The [CREATURE] has advantage on an attack roll against a creature if at least one of the [CREATURE]'s allies is within 5 ft. of the creature and the ally isn't incapacitated.

  • [SPECIES] Resilience. The [CREATURE] has advantage on saving throws against poison, powers, and illusions, as well as to resist being charmed or paralyzed.

  • [Sneak Attack / Droid Synergy]. Once per turn, the [CREATURE] can deal an extra [#] (Xd6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the [CREATURE] that isn’t incapacitated.

  • [TERRAIN] Camouflage. The [CREATURE] has advantage on Dexterity (Stealth) checks made to hide in [TYPE OF] terrain.

 

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