Mike's Menagerie of Stat Blocks
A repertoire of Stat Blocks for SW5E that you might use or not.
Contents
Beasts & Plants
• Avril CR 11
• Cubicle Worm CR 6
• Greta CR 17
• Lax CR 11
• Lobel CR 9
• Marsh Haunt CR 5
• Purella Spider CR 10
• Raith CR 2
• Reel CR 8
• Silan CR 21
• Skritton CR 3
• Songbuk CR 4
• Sovra Wormling CR 3
• Sovra, Young CR 12
• Sovra Adult CR 16
• Svoor CR 0
• Swarm of Svoors CR 1
• Ursod CR 5
• Volice Worm, Hatchling CR 2
• Volice Worm, Adult CR 5
• Swarm of Vurms CR 1/4
• Vurm Broodqueen CR 4
• Wuffa Worm CR 4
• Giant Whuffa Worm CR 9
Droids
• Ossus Stone Guardian (Stone Guardian Revised), CR 10
• SD-0 Battle Droid CR 8
Humanoids
• Fateful Jedi Master (Shaak-Ti), CR 14
• Stoic Jedi Master (Ki-Adi-Mundi), CR 18
• Maverick Jedi Master (Qui-Gon Jin), CR 19
• Unbreakable Jedi Master (Luminara), CR 16
• Jedi Consular Master CR 12
• Jedi Guardian Master CR 14
• Jedi Knight Guardian CR 4
• Dark Jedi CR 6
• Melodie CR 1/2
• Melodie Caretaker CR 2
• Melodie Elder CR 4
• Melodie Keeper of Legends CR 8
• Dreadlord Hand (Darth Talon), CR 20
• Wise Sith Lord (Darth Plagueis), CR 18
• The Hidden Fear (Darth Phobos), CR 13
• Visionary Sith Lord (Darth Tenebrous), CR 19
• Teräs Käsi Initiate CR 2
• Teräs Käsi Monk CR 5
• Teräs Käsi Master CR 11
• The Steel Legionnaire (Arden Lyn), CR 19
• Wistie CR 1/4
• Swarm of Wisties CR 3
Beasts & Plants
Avril
Native to the moon Yavin 8, was a large bird of prey. It was covered with thick black feathers and had beady eyes. Avrils also had a wingspan of about eight meters and sharp twenty-centimeter-long talons. These birds were also capable of letting out an ear-shattering cry.
Avrils were on the top of the food chain on Yavin 8 and preyed on several other species including raiths, reels, purellas, though their favorite were the children of the sentient Melodies.
Avril
Gargantuan beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 248 (16d20 + 80)
- Speed 20 ft., fly 120 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 9 (-1)
- Saving Throws Dex +4, Con +9, Wis +4, Cha +3
- Skills Perception +4
- Senses passive Perception 14
- Challenge 11 (7,200 XP)
Keen Sight. The avril has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The avril makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit: 27 (4d8 + 9) kinetic damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target, Hit: 23 (4d6 + 9) kinetic damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the avril can't use its talons on another target.
Cubicle Worm
An invertebrate native to Dac. It dwelled in the Grand Reefs region. It was said that the circuit used for podracing in the city was made by the passing of the cubicle worms.
Cubicle Worm
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 95 (10d12 + 30)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 16 (+3) 4 (-3) 12 (+1) 2 (-4)
- Saving Throws. Con +6, Wis +4
- Damage Resistances. kinetic and energy from unenhanced attacks.
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
- Challenge 6 (2,300 XP)
Amphibious. The cubicle worm can breathe air and water.
Stone Camouflage. The cubicle worm has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Tunneler. The cubicle worm can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Multiattack. The cubicle worm makes two attacks: one with its bite and one with its tail
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target, Hit: 20 (3d10 + 5) kinetic damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the cubicle worm, and takes 10 (3d6) acid damage at the start of each of the cubicle worm's turns.
The cubicle worm's gullet can hold up to three creatures at a time. If the cubicle worm takes 20 damage or more on a single turn from a creature inside it, the cubicle worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the cubicle worm. If the cubicle worm dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 14 (3d6 + 5) kinetic damage.
The Gretalax
The Gretalax is a semi-sentient Force-sensitive species native to the Galactic Frontier planet Loreth. It consisted of two races, the Greta and the Lax, which would join together in symbiotic mated pairs. When joined together, a Gretalax had the power of Force healing, capable of fully restoring even serious injuries. Gretalax horn could be ground into a potion which granted its users great strength.
More than meets the Eye. The gretalax not only focus on healing, it may not show it but is a beast capable of understand a great range of emotions, they can communicate telepathically but in a limited manner.
Dwellers of the World in Between. With their deep connection to the Force, the Gretalax can traverse to the World between Worlds without noticing or to defend themselves against assailants.
Greta
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 199 (19d10 + 95)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 10 (+0) 18 (+4) 24 (+6)
- Saving Throws Dex +6, Con +11, Int +6, Wis +10
- Skills Lore +15, Perception +10
- Damage Immunities psychic; kinetic from nonenhanced attacks
- Condition Immunities charmed, frightened
- Senses truesight 120 ft., passive Perception 20
- Challenge 17 (18,000 XP)
Inscrutable. The gretalax is immune to any effect that would sense its emotions or read its thoughts, as well as any force power that targets its mind and it refuses. Wisdom (Insight) checks made to ascertain the gretalax's intentions or sincerity have disadvantage.
Limited Telepathy. The gretalax can use the force to transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Enhanced Weapons. The gretalax's weapon attacks are enhanced.
Actions
Multiattack. The gretalax makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 17 (2d10 + 6) kinetic damage.
Roar (3/Day). The greta emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the greta and able to hear the roar must make a saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Forcecasting The greta is a 12th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 46 force points. The greta knows the following force powers:
At-will: enfeeble, spare the dying, sound trick
1st level: armor of abeloth, comprehend speech, sense force
2nd level: restoration, probe mind
3rd level: art of movement, force supression
4th level: freedom of movement, mind trap
5th level: improved force scream, improved restoration
6th level: improved force immunity
Legendary Actions
The gretalax can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The gretalax regains spent legendary actions at the start of its turn.
Claw Attack. The gretalax makes one claw attack.
Phasewalk (Costs 2 Actions). The gretalax uses the force to phase out, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Force Power (Costs 3 Actions). The gretalax casts a power from its list of known powers, using a force points as normal.
Lax
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 18 (+4) 18 (+4)
- Skills Lore +12, Perception +8
- Damage Resistances kinetic from nonenhanced attacks
- Damage Immunities psychic
- Condition Immunities charmed, frightened
- Senses truesight 120 ft., passive Perception 18
- Challenge 11 (7,200 XP)
Inscrutable. The gretalax is immune to any effect that would sense its emotions or read its thoughts, as well as any force power that targets its mind and it refuses. Wisdom (Insight) checks made to ascertain the gretalax's intentions or sincerity have disadvantage.
Limited Telepathy. The gretalax can use the force to transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Enhanced Weapons. The gretalax's weapon attacks are enhanced.
Actions
Multiattack. The gretalax makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 17 (2d10 + 6) kinetic damage.
Forcecasting The lax is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 16, +8 to hit with force attacks) and it has 26 force points. The lax knows the following force powers:
At-will: force push/pull, mind trick, guidance
1st level: agile defense, sense force, telemetry
2nd level: coerce mind, force camouflage, locate object
3rd level: force supression, psychometry, remove curse
4th level: improved force camouflage, mind trap
5th level: skill empowerment
Legendary Actions
The lax can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lax regains spent legendary actions at the start of its turn.
Claw Attack. The lax makes one claw attack.
Phasewalk (Costs 2 Actions). The lax magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Force Power (Costs 3 Actions). The lax casts a force power from its list of known force powers, using a power slot as normal.
One Without the Other. The gretalax is a being of duality and harmony, when you see one of its half, the other must be close, sometimes they make a lair in a place and live comfortably for thousands of years, when one is in danger, the other knows it and they will do everything in their power to aid their other half.
Regional Effects
Mirages. The Gretalax can create mirages of anything they can think about, usually they do this to scare off intruders in their lair.
Awaken the Force. Their presence is so intertwinned with the Force that is a good omen see a Gretalax, sentients or creatures around it can become Force sensitive when a Gretalax has made their lair in the surrounding area.
Imbue the Living Force. Their strong connection to the Living Force allow the people around a gretalax to experiment what would be called a miracle. Sometimes creatures will have longer lifespans, would cure of irreversible diseases or even be inured to the harmful elements around them.
Lair Actions
On initiative count 20 (losing initiative ties), the gretalax can take a lair action to cause one of the following effects; the gretalax can't use an effect again until it finishes a short or long rest:
• The Will of the Force is altered such that every creature in the lair must reroll initiative. The gretalax can choose not to reroll.
• The flow of Force is altering creatures bodies in such way that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the gretalax's choice), but never any younger than 1 year old. An improved restoration power can restore a creature's age to normal.
• The creatures consciousness is transported inside their memories up to 10 years forward or backward (sphinx's choice). Only the gretalax is immediately aware of the effect. A Will of the Force power can return the consciousness of the caster and up to seven other creatures designated by the caster to their bodies.
• The gretalax shifts itself and up to seven other creatures it can see within in its lair to the World between Worlds. Once outside its lair, the gretalax can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
Lobel
Lobel were quadrupeds that naturally produced powerful magnetic fields that impeded the operation of nearby repulsorlifts and (reportedly) gave pilots headaches. Lobels were one of the few species that was actually indigenous to the toxic planet Quesh.
Lobel
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 127 (17d8 + 30)
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
- Skills Athletics +5
- Damage Immunities acid, poison
- Condition Immunities poisoned
- Senses passive Perception 9
- Challenge 9 (5,000 XP)
Tech Nullify. The lobel create a 10-foot radius bubble that neutralizes technology around it. The bubble doubles in radius for each lobel standing inside it.
Actions
Multiattack. The lobel makes three attacks: two with its slam and one with its bite
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 10 (2d6 + 3) kinetic damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 12 (2d8 + 3) acid damage.
Marsh Haunt
They were native to the planet of Abraxin in the Tion Cluster, they could be found on many worlds in the Mid and Outer Rim.
The marsh haunt camouflaging it in the swampy terrains in which it primarily lived. Its bipedal stance and skull set deeply between its shoulders gave its silhouette the appearance of a humanoid lacking a head. Marsh haunts would occasionally leave their swampy homes to scavenge and acquire small prey in civilized areas. While non-sentient, they worked in loose packs of two to eight creatures to ambush prey, with some of them using their Force powers to scare potential prey toward the rest.
Marsh Haunt
Large plant, unaligned
- Armor Class 15 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 12 (+1)
- Skills Stealth +2
- Damage Resistances cold, fire
- Damage Immunities necrotic, poison
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Challenge 5 (1,800 XP)
Necrotic Absorption. Whenever the marsh haunt is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Force sensitive. The marsh haunt's innate forcecasting ability is Charisma (force power save DC 12). The marsh haunt can innately cast the following powers:
At will: sound trick
1/day each: curse, fear
Actions
Multiattack. The marsh haunt makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the marsh haunt uses its Engulf on it.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 13 (2d8 + 4) kinetic damage
Engulf. The marsh haunt engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) kinetic damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Purella Spider
A large predator native to the moon Yavin 8. It was a large, bristle-haired spider with glowing orange eyes. It had a red body, yellow saliva, and four barbed pincers. The purella trapped its prey in a thick, black web and would then slowly eat them. The purella preyed on the sentient Melodies, though it was also prey in turn to the giant bird-like avrils, which were on the top of the moon's food chain.
Purella Spider
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 184 (16d12 + 80)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 21 (+3) 3 (-4) 10 (+0) 6 (-2)
- Saving Throws Con +9, Wis +9, Cha +8
- Skills Athletics +6, Perception +13, Stealth +7
- Senses blindsight 20 ft., darkvision 120 ft., passive Perception 23
- Challenge 10 (5,900 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Werb Walker. The spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The purella spider makes two bite attacks or one with its web.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target, Hit: 17 (3d6 + 7) kinetic damage and the target must make a DC 17 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web. The purella spider shoots webbing at one creature it can see within 120 feet of itself. The target must succeed on a DC 17 Strength saving throw or be restrained for 1 hour. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Raith
Giant black rodents native to the moon Yavin 8. They had two sharp teeth on the top and bottom of their mouths which they used to bite with impressive force. Raiths were also distinguished by their thick, armored green tails. They preyed on young Melodies though they were in turn hunted by the giant bird-like avrils.
Raith
Large beast, unaligned
- Armor Class 13
- Hit Points 75 (10d10 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (-2) 13 (+1) 6 (-2)
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Challenge 2 (450 XP)
Keen Smell. The raith has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. he raith has advantage on an attack roll against a creature if at least one of the raith 's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 10 (2d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by enhanced means, and the target's hit point maximum decreases by 6 (2d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
Armored Tail Melee Weapon Attack: +5 to hit, reach 10 ft., one target, Hit: 6 (1d8 + 2) kinetic damage.
Reactions
Parry. The raith interposes its tail to add 2 to its AC against one melee attack that would hit it. To do so, the raith must see the attacker.
Reel
Large snakes native to Yavin 8. They killed their prey by crushing their bodies. These were among the predators native to the moon that preyed on the Melodies, the moon's sole sentient species. However, reels were in turn hunted by the avrils, massive birds of prey that may have been on the top of the food chain.
Reel
Huge beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 95 (10d12 + 50)
- Speed 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 16 (+3) 1 (-5) 10 (+0) 3 (-4)
- Saving Throws Str +10, Con +6, Wis +3
- Skills Perception +6
- Senses blindsight 20 ft., passive Perception 16
- Challenge 8 (3,900 XP)
Keen Smell. The reel has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The reel makes two attacks: one with its bite and one with its constrict.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target, Hit: 21 (4d6 + 7) kinetic damage.
Constrict. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 25 (4d8 + 7) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the reel can't use its constrict on another target.
Silan
Huge beast, chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 290 (20d12 + 160)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 13 (+1) 26 (+8) 10 (+0) 15 (+2) 25 (+7)
- Saving Throws Con +15, Int +6, Wis +8, Cha +14
- Skills Athletics +14, Perception +13
- Damage Resistances acid, cold, force, necrotic, psychic
- Condition Immunities charmed, frightened, grappled, restrained, prone
- Senses truesight 120 ft., passive Perception 23
- Challenge 21 (33,000 XP)
Legendary Resistance (4/Day). If the silan fails a saving throw, it can choose to succeed instead.
Amphibious. The silan can breathe air and water.
Actions
Multiattack. The silan makes three attacks.
Lashing Maws. Melee Weapon Attack: +14 to hit, reach 15 ft., one target, Hit: 20 (2d10 + 7) kinetic damage plus 13 (3d8) acid damage.
Force Orb. Ranged Force Attack: +15 to hit, range 120 ft., one target, Hit: 20 (3d8 + 7) force damage.
Corrupting Miasma (Recharge 5-6). The silan expels misma that covers all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the silan. Each creature in that area must make a DC 23 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. For each creature that dies by the damage of this effect is corrupted by the dark side beyond salvation, a dark side spirit (see its entry in the Scum and Villiany 2.0) appears in an unoccupied space within 30 feet of the death creature. The dark spirits act right after the silan on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the silan dies.
Force Sensitive. The silan's innate forcecasting ability is Charisma (force save DC 22). It can innately cast the following powers:
At-will: dun moch
3/day: plague
1/day: greater feedback
Legendary Actions
The silan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The silan regains spent legendary actions at the start of its turn.
Force Orb. The silan makes one force orb attack.
Vicious Rampage (Costs 2 Actions). The silan moves up to its speed without provoking opportunity attacks. It can make one lashing maws attack against each creature it moves past.
Mind Cloud (Costs 3 Actions). The silan unleashes a psychic wave. Each creature within 30 feet of the silan must succeed on a DC 23 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every force power ends on creatures and objects of the silan's choice in that area.
Silan
An incredibly monstrous, tentacled creature from the planet of Arorua. They resembled a mass of writhing tendrils and multiple toothy maws, quite similar to a sarlacc. The silan lived in a towering earthen structure, with animal skulls strewn about the dank and gloomy vicinity as trophies or offerings from locals. Silans were immersed in the dark side.
The Hunger of the Dark Side. Few understand the full corrupting nature of the dark side. Silans are the mouths of that always hunger, they tip the scales of the galaxy toward terror. Heralded by ominous events, these ravenous creatures make planets their lairs, specially those of acquatic nature but they do not shy from other enviroments. Employing their deep connection to the dark side, silans work to undermine perceptions of order, trust, and reality on planetary scale.
Planet Devastators. Only when there is no flesh to consume, or when their foes have lost all hope, they can truly die, it will start consuming itself until there is nothing left, for this is the undenying nature of the dark side.
Skriton
Sometimes referred to as desert crabs, were a species that resided on the moon Jedha. They were very ruthless creatures and unpredictable. Skritons are very lopsided; their left claw was much bigger and used as a weapon to pinch their opponent, their claws can easily crush things. Their skin is also quite resistant to heavy attacks. They were one of the deadliest creatures on Jedha as they stalked their prey from underground then popped up at the right moment.
Skriton
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 40 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)
- Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 9
- Challenge 3 (700 XP)
Actions
Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 7 (1d10 + 2) kinetic damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Songbuk
Ruminant herbivores native to the moon Yavin 8. They migrated across the moon from the tundra to the ice caps. The ursods, a carnivorous quadruped, preyed on the songbuk, following its migratory path.
Songbuk
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 57 (6d12 + 18)
- Speed 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 16 (+3) 7 (-2) 14 (+2) 10 (+0)
- Damage Resistances cold
- Skills Perception +4
- Senses passive Perception 14
- Languages understands Sith but can't speak it
- Challenge 4 (1,800 XP)
Charge. If the songbuk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target, Hit: 11 (2d6 + 4) kinetic damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 22 (4d8 + 4) kinetic damage.
Sovra Worms
The Raen sovra, or electrocution worm, sometimes shortened to sovra, was an exotic species of worm first discovered by Dr. Safford Raen on Tenek, in the Mis-Tenek system. These segmented worms had a flexible metallic exoskeleton, and fed off electricity and metal. While they were a vital part of the ecosystem on their own planet, they were a serious threat to technological devices in the greater galaxy.
Biology. Raen sovra could sense the flow of electrical currents, allowing them to search for "food." They could also store electrical energy, allowing them to deliver a deadly electric shock if disturbed. As well, their physiology did not require air, and was resistant to extremes of temperature, allowing them to survive indefinitely in the vacuum of space.
Feeding. Dr. Raen first became interested in the sovra during his expedition while investigating the vinna trees and their thick, metallic bark. After several of his researchers were electrocuted, he discovered that the sovra living in the vinna roots fed off electrical energies conducted by Tenek's frequent lighting strikes from the trees to the moist soil. Sovra living in the soil fed off this electricity, with millions of the burrowing worms tilling the soil and thus distributing nutrients to the plants of the forest. Aside from the high levels of electrical energy and metallic elements in the system, this symbiote circle was similar to that found on many other planets.
Dangers for the Galaxy. Due to the inherent dangers of the worms, the Mis-Tenek system was blockaded during the Imperial Period. Some smugglers continued to land on Tenek, accidentally spreading the sovra with them. While some sovra-infested ships were lost in hyperspace due to damage and energy loss, others managed to make their next destination. This spread the worms from spaceport to spaceport.
The quarantine of the Mis-Tenek system was contested by some zoologists who wanted to study the sovra, especially their mechanism for creating their exoskeletons. Some private interests were willing to pay a substantial sum for a live sovra. The Galactic Empire also collected sovra, hoping to develop a "living armor" technology. One result of this research was a high-powered vibrodagger used by Imperial Intelligence assassins.
Sovra Wormling
Large beast, unaligned
- Armor Class 19 (natural armor)
- Hit Points 42 (5d10 + 15)
- Speed 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
- Damage Immunities lightning
- Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 8
- Challenge 3 (700 XP)
Charged Body. A creature that touches the sovra wormling or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.
Electrical Sensors. The sovra wormling can pinpoint, the location of electrical currents within 30 feet of it.
Rust Metal. Any weapon made of metal that hits the sovra wormling corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Ammunition made of metal that hits the sovra wormling is destroyed after dealing damage.
Lightning Absorption. Whenever the sovra wormling is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Space-born. The sovra wormling can survive in the vaccum of the space.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 7 (1d8 + 3) kinetic damage.
Rusting Touch. The sovra wormling corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the sovra wormling's touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Sovra, Young
Huge beast, unaligned
- Armor Class 19 (natural armor)
- Hit Points 172 (15d10 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 7 (-2) 20 (+5) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +9, Wis +3
- Damage Immunities lightning
- Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 9
- Challenge 12 (8,400 XP)
Charged Body. A creature that touches the sovra young or hits it with a melee attack while within 5 feet of it takes 10 (2d10) lightning damage.
Electrical Sensors. The sovra young can pinpoint, the location of electrical currents within 30 feet of it.
Rust Metal. Any weapon made of metal that hits the sovra young corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Ammunition made of metal that hits the sovra young is destroyed after dealing damage.
Lightning Absorption. Whenever the sovra young is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Space-born. The sovra young can survive in the vaccum of the space.
Actions
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target, Hit: 18 (3d8 + 5) kinetic damage.
Rusting Touch. The sovra young corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the sovra young's touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Sovra, Adult
Gargantuan beast, unaligned
- Armor Class 19 (natural armor)
- Hit Points 247 (15d20 + 90)
- Speed 50 ft.
STR DEX CON INT WIS CHA 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +11, Wis +3
- Damage Immunities lightning
- Senses blindsight 30 ft., tremorsense 30 ft., passive Perception 9
- Challenge 16 (15,000 XP)
Charged Body. A creature that touches the sovra adult or hits it with a melee attack while within 5 feet of it takes 15 (3d10) lightning damage.
Electrical Sensors. The sovra adult can pinpoint, the location of electrical currents within 30 feet of it.
Rust Metal. Any weapon made of metal that hits the sovra adult corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Ammunition made of metal that hits the sovra adult is destroyed after dealing damage.
Lightning Absorption. Whenever the sovra adult is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Space-born. The sovra adult can survive in the vaccum of the space.
Actions
Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target, Hit: 22 (3d8 + 9) kinetic damage.
Rusting Touch. The sovra adult corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the sovra adult's touch.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Svoors
Usually found in the dark parts of lakes and freshwater seas of Rodia, the Svoor is a small snakelike fish that grows up to eight inches in length. These fish subsist primarily on insects, smaller fish, and leafy plants (found at the bottom of lakes), although they will occasionally graze on the flesh of slow-moving larger animals when available.
Svoor
Tiny beast, unaligned
- Armor Class 13
- Hit Points 1 (1d4 - 1)
- Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
- Senses darkvision 60 ft., passive Perception 8
- Challenge 0 (10 XP)
Blood Frenzy. The svoor has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The svoor can breathe only underwater.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Swarm of Svoors
Medium swarm of tiny beasts, unaligned
- Armor Class 13
- Hit Points 28 (8d18 - 8)
- Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Damage Resistances kinetic and energy
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 8
- Challenge 1 (200 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
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 bat. The swarm can't regain hit points or gain temporary hit points.
Water Breathing. The swarm can breathe only underwater.
Actions
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) kinetic damage or 7 (2d6) kinetic damage if the swarm has half of its hit points or fewer.
Ursod
Quadrupedal, polar predators of Yavin 8 that preyed upon songbuks. The fur of the Ursod could change color to blend in with its surroundings.
Ursod
Huge beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 76 (8d12 + 21)
- Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
- Saving Throws Str +8, Con +6
- Damage Resistances cold
- Skills Perception +4, Stealth +6
- Senses passive Perception 14
- Challenge 5 (1,800 XP)
Keen Smell. The ursod has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The ursod makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 14 (2d8 + 5) kinetic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 15 (3d6 + 5) kinetic damage.
Volice Worm
Was a creature native to the planet Lwhekk. Once every ten standard years, the creature was known to excrete a lightsaber-enhancing crystal known as sapith. By the time of the Jedi Civil War, it had been long extinct.
Volice Worm, Hatchling
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 71 (13d8 + 13)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 12 (+1) 4 (-3) 12 (+1) 2 (-4)
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 11
- Challenge 2 (450 XP)
Amphibious. The volice worm can breathe air and water.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 9 (2d6 + 3) kinetic damage.
Volice Worm, Adult
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 110 (13d12 + 26)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 14 (+2) 4 (-3) 12 (+1) 2 (-4)
- Saving Throws Str +6, Con +4
- Skills Perception +4, Stealth +2
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
- Challenge 5 (1,800 XP)
Amphibious. The volice worm can breathe air and water.
Actions
Multiattack. The volice worm makes two attacks: one with its bite and one with its Tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target, Hit: 16 (3d8 + 4) kinetic damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target, Hit: 14 (3d6 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Vurms
These bat-like creatures, often found in damp caves in the planet of Rodia, share as many characteristics with insects as with larger flying creatures.
Biology. Born in a larval state that takes years to grow into a fullygrown, half-meter long adult
Behavior. Vurm have social structure centered around a single queen Vurm, which feeds vampirically off of larval Vurm to grow into its massive, two-meter size. There is only ever one of these per Vurm family-group.
Feeding. The vurms feed of blood from other creatures. In absence of their food source, Vurms are often cannibalistic, although (queen aside) they feed only on other adults.
Swarm of Vurms
Large swarm of medium beasts, unaligned
- Armor Class 12
- Hit Points 25 (5d10)
- Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA 5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Damage Resistances kinetic and energy
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 60 ft., passive Perception 11
- Challenge 1/4 (50 XP)
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 bat. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 6 (2d6) kinetic damage or 3 (1d6) kinetic damage if the swarm has half of its hit points or fewer.
Vurm Broodqueen
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 8 (-1) 17 (+3) 10 (+0)
- Saving Throws Str +5, Dex +4, Wis +5
- Skills Acrobatics +4, Perception +5, Stealth +6
- Damage Resistances kinetic from unenhanced attacks
- Condition Immunities charmed, frightened
- Senses blindsight 60 ft., passive Perception 15
- Challenge 4 (1,100 XP)
Echolocation. The vurm broodqueen can't use its blindsight while deafened.
Keen Hearing. The vurm broodqueen has advantage on Wisdom (Perception) checks that rely on hearing.
Vurm Telepathy. The vurm broodqueen can command any vurm or swarm of vurms within 120 feet of it, using a limited form of telepathy.
Actions
Multiattack. The vurm broodqueen makes one Claw attack and makes one Proboscis attack.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 7 (1d8 + 3) kinetic damage plus 6 (1d12) acid damage.
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 8 (1d10 + 3) kinetic damage plus 10 (3d6) necrotic damage, and the vurm broodqueen regains hit points equal to the amount of necrotic damage dealt. A creature reduced to 0 hit points from this attack dies and leaves nothing behind except its skin and its equipment.
Whuffa Worm
Long worms that inhabited the planet Dathomir. Giant whuffa worms were employed by the Kwa to act as Temple Guardians for the Infinity Gate.
Thinner whuffa worms were hunted by the clans of Dathomir in extensive rituals. The clans on Dathomir used their skin to make their armor and dried hide as rope. The meat was used to make stew.
Biology. They were intelligent and had hydrostatic skeletons. Whuffa worms were not asexual like most worms, and had males and females. When the female was ready to mate, she would leave a trail of semi-viscous that would attract males.
Feeding. They burrowed through the crust of the planet and ate the minerals in the ground.
Whuffa Worm
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 20 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 16 (+3) 5 (-3) 12 (+1) 9 (-1)
- Saving Throws Str +7, Con +6, Cha +2
- Skills Perception +4, Stealth +4
- Damage Resistances kinetic and energy from unenhanced attacks.
- Senses tremorsense 60 ft., passive Perception 14
- Challenge 4 (1,100 XP)
Ambusher. In the first round of a combat, the whuffa worm has advantage on attack rolls against any creature it surprised.
Tunneler. The whuffa worm can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 13 (2d8 + 4) kinetic damage. On a hit, the target is grappled. A creature grappled in this way can use an action on its turn to break free by succeeding on a DC 14 Strength (Athletics) check.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 11 (2d6 + 4) kinetic damage.
Giant Whuffa Worm
Gargantuan beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 116 (8d20 + 32)
- Speed 20 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 6 (-2) 18 (+4) 5 (-3) 12 (+1) 9 (-1)
- Saving Throws Str +13, Con +8, Cha +2
- Skills Perception +5, Stealth +5
- Damage Resistances kinetic and energy from unenhanced attacks.
- Senses tremorsense 60 ft., passive Perception 5
- Challenge 9 (5,000 XP)
Ambusher. In the first round of a combat, the whuffa worm has advantage on attack rolls against any creature it surprised.
Tunneler. The whuffa worm can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target, Hit: 16 (2d8 + 8) kinetic damage. On a hit, the target is grappled. A creature grappled in this way can use an action on its turn to break free by succeeding on a DC 20 Strength (Athletics) check.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target, Hit: 14 (2d6 + 8) kinetic damage.
Droids
Ossus Stone Guardian
Also known as Jedi defense droids, were a model of droid disguised as minimalist statues popular in the Jedi temples constructed around the time of the Qel-Droma Epics.
Appearance & Weaponry. These simple droids could remain still for millennia without maintenance, moving only when their sensors detected a threat. The powerful juggernauts would then attack all targets within their assigned area. Operating under the most basic of programming, most were unable to distinguish between friend and foe. The droids were heavily armored and, in some cases, layers of cortosis lined the droid chassis beneath their heavy stone exteriors. Still, the droids had a built-in weakness—Jedi who thought to do so could use the Force to move a shutdown switch located within a droid's torso.
Ossus Stone Guardian
Large droid (class IV), unaligned
- Armor Class 17 (armor plating)
- Hit Points 178 (17d10 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Damage Immunities energy from unenhanced attacks
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 17
- Languages Binary, Galactic Basic
- Challenge 10 (5,900 XP)
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Redundant Systems. The droid is inmmune to conditions that come from tech powers.
Force Resistance. The droid has advantage on saving throws against force powers and effects.
Enhanced Attacks. The droid attacks are considered enhanced.
Actions
Multiattack. The droid makes two weapon attacks.
Stone Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target, Hit: 19 (3d8 + 6) kinetic damage.
Tactical Advantage (Recharge 5-6). Until the end of its next turn, the Stone Guardian gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
SD-0
A battle droid design commisioned by a Coruscanti general, the design was suppose to protect the droids circuitry from ionization charges and as well make it impossible to shut down, the designers tried to warn the general of not only the absurdity of the request, but also the dangerous implication of a droid that could operate indetermitely, of course the general did not listen and thus the S-0 was created.
SD-0 Battle Droid
Large droid (class IV), unaligned
- Armor Class 18 (armor plating)
- Hit Points 114 (12d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 14 (+2) 13 (+1) 10 (+0)
- Saving Throws Con +7, Wis +4, Int +5
- Skills Insight +4
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 11
- Languages Galactic Basic and Binary
- Challenge 8 (3,900 XP)
Ionization Dampeners. The droid has disadvantage on saving throws against effects that would deal lightning damage.
Static Discharge. At the start of each of the droid's turns, each creature within 5 feet of it must succeed on a Dexterity saving throw DC 15 or become shocked. A creature that touches the droid or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.
Actions
Multiattack. The droid makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target, Hit: 16 (2d10 + 5) kinetic damage.
Proximity Laser (Recharge 5-6). The droid fires a beam in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) energy damage on a failed save, or half as much damage on a successful one.
Humanoids
Jedi
Fateful Jedi Master
Medium humanoid (togruta), neutral light
- Armor Class 21 (Unarmored Defense)
- Hit Points 195 (30d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 18 (+4) 24 (+7) 18 (+4)
- Saving Throws Con +7, Dex +9, Sab +12
- Skills Acrobatics +9, Insight +12, Perception +12, Piloting +9
- Senses Tremorsense 60 ft., passive Perception 22
- Languages Galactic Basic, Togruti, Kaminoan, Felucian
- Challenge 14 (11,500 XP)
Legendary Resistance (3/Day). If the fateful jedi master fails a saving throw, it can choose to succeed instead.
Unarmored Defense. While the fateful jedi master is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Way of Telekinesis. The fateful jedi master can manipulate creatures and objects of Huge size or smaller with its force powers.
Bonus Actions
Ataru Form. The fateful jedi master can jump 15 ft. without a running start in a space it can see.
Quickened Power (3/Day). When the fateful jedi 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.
Actions
Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target, Hit: 8 (1d6 + 4) energy damage.
Entangling Vines. The fateful jedi master use the living force to animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 20 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 20 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the fateful jedi master dies or uses Entangling Vines again.
Forcecasting. The fateful jedi master is a 17th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 23, +17 to hit with force attacks) and it has 75 force points. The fateful master knows the following force powers:
At-will: force push/pull, force leap spare the dying, saber reflect
1st level: heal, force jump, sense force, project
2nd level: force throw, phasewalk, stun
3rd level: force repulse, severe force, telekinetic shield
4th level: grasping vine, force immunity, freedom of movement
5th level: improved heal, force breach, telekinesis
6th level: improved force immunitiy, telekinetic burst, greater heal
7th level: improved revitalize, force project
8th level: mind blank, telekinetic wave
9th level: master heal, will of the force
Reactions
Telekinetic Rebuke. In response to taking damage from a creature within 5 feet of the fateful jedi master, a burst of telekinetic force blasts that same creature. If the target creature is Huge or smaller, It must make a DC 20 Strength saving throw, taking 24 (6d8) force damage on a failed save and be pushed in a straight line 20 feet away from the fateful jedi master, or half as much damage on a successful one and don't be pushed.
Force Shield (7/Day). When the fateful jedi master 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 +5 bonus to AC.
Legendary Actions
The fateful jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fateful jedi master regains spent legendary actions at the start of its turn.
At will. The fateful jedi master cast an at will power.
Telekinetic Force Movement. The fateful jedi master can fly up to 10 feet without provoking attacks of oportunity.
Cast a Power (Costs 2 Actions). The fateful jedi master casts a power of 2nd level or lower from her power list that takes 1 action to cast.
Force Fling (Costs 3 Actions). The fateful jedi master chooses one Huge or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 21 Dexterity saving throw or take 31 (9d6) kinetic damage.
Stoic Jedi Master
Medium humanoid (cerean), neutral balance
- Armor Class 19 (Unarmored Defense)
- Hit Points 187 (25d8 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 16 (+3) 18 (+4) 18 (+4) 16 (+3)
- Saving Throws Str +13, Con +9, Sab +10,
- Skills Athletics +13, Insight +10, Nature +10, Perception +10, Piloting +9
- Senses passive Perception 20
- Languages Galactic Basic, Cerean, Huttese
- Challenge 18 (20,000 XP)
Legendary Resistance (3/Day). If the stoic jedi master fails a saving throw, it can choose to succeed instead.
Unarmored Defense. While the stoic jedi master is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Force Enhanced Attacks. The stoic jedi master attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).
Second Heart (1/day). When stoic jedi master is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Actions
Multiattack. the stoic jedi master makes three martial saber attacks
Martial Lightsaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target, Hit: 20 (3d8 + 7) energy damage or 21 (1d10 + 2d8 + 7) energy damage if used with two hands.
Forcecasting. The stoic jedi master is a 17th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 18, +13 to hit with force attacks) and it has 38 force points. The stoic master knows the following force powers:
At-will: burst, force push/pull, saber reflect, force technique, 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 repulse, knight speed, severe force, telekinetic storm
4th level: disable droid
5th level: telekinesis
6th level: eruption, telekinetic burst
7th level: whirlwind
Reactions
Makashi Form. When a creature fails a melee attack against the stoic jedi master, he can make a weapon attack.
Legendary Actions
The stoic jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The stoic jedi master regains spent legendary actions at the start of its turn.
Attack. the stoic jedi master makes a greatsaber attack.
Force Leap. the stoic master leaps a distance up to its speed without provoking opportunity attacks.
Maverick Jedi Master
Medium humanoid (human), chaotic balance
- Armor Class 17 (19 with knight speed)
- Hit Points 225 (30d8 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 24 (+7) 16 (+3) 18 (+4) 20 (+5) 18 (+4)
- Saving Throws Con +9, Dex +13, Sab +11
- Skills Acrobatics +13, Insight +11, Perception +11, Piloting +10
- Senses passive Perception 21
- Languages Galactic Basic, Nelvaanese, Cerean, Gran and Shyriiwook.
- Challenge 19 (22,000 XP)
Legendary Resistance (3/Day). If the maverick jedi master fails a saving throw, it can choose to succeed instead.
Force Enhanced Attacks. The maverick jedi master attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).
Bonus Actions
Soresu Form. The maverick jedi master enter a defensive stance, until the end of its next turn, all kinetic and energy damage it receives is reduced by half.
Actions
Multiattack. the maverick jedi master makes three lightsaber attacks or casts a force power and makes a lightsaber attack.
Lightsaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target, Hit: 7 (1d6 + 4) energy damage plus 8 (2d8) force damage or 8 (2d4 + 4) energy damage plus 8 (2d8) force damage if used with two hands.
Serenity (Recharge after a Long Rest). The maverick jedi master enters a quick meditative trance, in this trance the maverick jedi master regains 20 (4d8 + 3) hit points, and all levels of exhaustion and/or slowed end on him.
Forcecasting. The maverick jedi master is a 17th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 40 force points. The maverick master knows the following force powers:
At-will: force disarm, force push/pull, saber reflect, saber throw
1st level: force propel, slow descent
2nd level: force throw, rescue, improved saber throw, stun
3rd level: force repulse, knight speed, telekinetic storm
4th level: disable droid, freedom of movement
5th level: telekinesis, greater saber throw
6th level: telekinetic burst
7th level: master speed
Reactions
Parry. The maverick jedi master adds 6 to its AC against one melee attack that would hit it. To do so, the maverick jedi master must see the attacker and be wielding a melee weapon.
Legendary Actions
The maverick jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The maverick jedi master regains spent legendary actions at the start of its turn.
Attack. the maverick jedi master makes a lightsaber attack.
Move. the maverick jedi master moves up to its speed without provoking opportunity attacks.
Unbreakable Jedi Master
Medium humanoid (mirialan), lawful light
- Armor Class 17 (22 with battle precognition and knight speed)
- Hit Points 212 (25d8 + 100)
- Speed 35 ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 18 (+4) 18 (+4) 22 (+6) 18 (+4)
- Saving Throws Con +9, Dex +12, Sab +11
- Skills Acrobatics +12, Insight +11, Lore +11, Perception +11
- Damage Resistances kinetic and energy from unenhanced attacks
- Senses passive Perception 21
- Languages Galactic Basic, Mirialan and Shyriiwook
- Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the unbreakable jedi master fails a saving throw, it can choose to succeed instead.
Avoidance. If the unbreakable jedi master 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.
Djem So Form (1/Turn). When the unbreakable jedi master hits a creature with a melee attack, it can choose to hit another creature at 5 feet of the original target within is reach. The chosen additional target takes 6 (2d6) energy damage.
Suprise Attack. If the unbreakable jedi master hits a creature with an attack, and the creature hasn't taken its turn yet in combat, the creature takes an extra 7 (2d6) damage from the attack.
Bonus Actions
Agile Fighter. When the unbreakable jedi master takes the dodge or disengage action, it can make a lightsaber attack.
Actions
Multiattack. the unbreakable jedi master makes three attacks.
Lightsaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 6 (1d6 + 3) energy damage or 7 (2d4 + 3) energy damage if used with two hands.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target, Hit: 6 (1d6 + 3) kinetic damage.
Forcecasting. The unbreakable jedi master is a 17th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 40 force points. The unbreakable master knows the following force powers:
At-will: burst, force push/pull, saber reflect
1st level: battle precognition, burst of speed, force propel
2nd level: force throw, phase walk, rescue, stun
3rd level: force repulse, telekinetic shield, knight speed
4th level: disable droid, freedom of movement
5th level: telekinesis
6th level: telekinetic burst
7th level: destroy droid
Reaction
Protect Another. When a creature the unbreakable jedi master can see attacks another creature that is within 5 feet of it, the unbreakable jedi master can use its reaction to impose disadvantage on the attack roll, provided it is carrying a weapon.
Legendary Actions
The unbreakable jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unbreakable jedi master regains spent legendary actions at the start of its turn.
Attack. the unbreakable jedi master makes an attack.
Saber Dash (Costs 3 Actions). the unbreakable jedi master moves up to her speed without provoking opportunity attacks, then makes one attack with her lightsaber. She can make one unarmed strike attack against each creature she moves past.
Jedi Consular Master
Medium humanoid (any), any light
- 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 Wis +9, Cha +7
- Skills Lore +13
- Damage Resistances damage from force powers
- Senses passive Perception 15
- Languages Galactic Basic and other five languages
- Challenge 12 (8,400 XP)
Forcecasting. The master is a 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 master knows the following force powers:
At-will: force disarm, force push/pull, guidance, saber reflect
1st level: battle precognition, sense force, project, telemetry
2nd level: force throw, phasewalk, stun
3rd level: force repulse, severe force, telekinetic shield
4th level: mind trap, force immunity, freedom of movement
5th level: force breach, stasis, telekinesis
6th level: improved force immunitiy, telekinetic burst, true sight
7th level: force mend, force project
8th level: mind blank, telekinetic wave
9th level: master battle meditation, will of the force
Actions
Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 9 (1d8 + 4) energy damage.
Reactions
Force Shield (6/Day). When the consular master 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 +5 bonus to AC.
Jedi Guardian Master
Medium humanoid (any), lawful light
- Armor Class 16 (battle armor; 18 with knight speed)
- Hit Points 221 (34d8 + 50)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 16 (+3)
- Saving Throws Con +10, Dex +9, Wis +10
- Skills Acrobatics + 9, Athletics +10, Perception +9, Insight +9, Lore +7, Piloting +7
- Senses passive Perception 19
- Languages Galactic Basic and two others
- Challenge 14 (11,500 XP)
Legendary Resistance (1/Day). If the master fails a saving throw, it can choose to succeed instead.
Combat Caster. When the master uses an action to cast a force power, it can make one martial saber attack as a bonus action.
Force Enhanced Attacks. The mastre attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included).
Light Weapon Expert (1/Turn). When the master rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total.
Forcecasting. The master is a 14th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 18, +10 to hit with force attacks) and it has 56 force points. The master knows the following force powers:
At-will: burst, force disarm, force push/pull, saber reflect, force technique, 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 repulse, knight speed, severe force, telekinetic storm
4th level: disable droid
5th level: mass animation, telekinesis
6th level: eruption, telekinetic burst, wall of light
7th level: whirlwind
Actions
Multiattack. The master makes four martial saber attacks or use a force power and a martial saber attack.
Martial Saber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target, Hit: 17 (3d8 + 5) energy damage.
Jedi Knight Guardian
Medium humanoid (any), lawful light
- Armor Class 18 (composite armor; 20 with knight speed)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 13 (+1) 12 (+1) 17 (+3) 13 (+1)
- Saving Throws Wis +5, Cha +3
- Skills Acrobatics +5, Athletics +5, Insight +3, Perception +5
- Senses passive Perception 15
- Languages Galactic Basic and other languages
- Challenge 4 (1,100 XP)
Forcecasting. The jedi knight guardian is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 18 force points. The jedi knight guardian knows the following force powers:
At-will: force disarm, force push/pull, sonic charge, saber reflect, give life
1st level: burst of speed, force throw, phasestrike
2nd level: animate weapon, restoration, phasewalk
3rd level: improved restoration, knight speed, remove curse
Actions
Multiattack. The jedi knight guardian can make three attacks with its martial saber
Martial Saber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 7 (1d8 + 3) energy damage, or 8 (1d10 + 3) energy damage when used with two hands.
Reaction
Protect Another. When a creature the jedi knight guardian can see attacks another creature that is within 5 feet of it, jedi knight guardian can use its reaction to impose disadvantage on the attack roll, provided it is carrying a weapon.
Dark Jedi
Dark Jedi, also known as "Fallen" Jedi, were Force-sensitives, frequently former Jedi, who chose to deny the light side of the Force or follow the dark side. Although "Dark Jedi" originally referred to a Jedi who had fallen to the dark side, it could also refer to uninitiated Force-sensitives who received no Jedi training but began their careers under another Dark Jedi. Others were simply dark-side users who did not follow the teachings of the Sith or other dark side organizations. In some cases, Dark Jedi also included "artificial" Force-sensitives who served the dark side, such as the Reborn and the Shadowtroopers. The first Dark Jedi was believed to be Xendor, who was the first member of the Jedi Order to fall. Other forerunners included Ajunta Pall and others who, after the Hundred-Year Darkness, were exiled from Galactic Republic space and became the ancient progenitors of the Sith Lords.
Dark Jedi
Medium humanoid (any), any balance
- Armor Class 14 (17 with battle precognition)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 10 (+0) 12 (+1) 19 (+4) 20 (+5)
- Saving Throws Str +7, Wis +7, Cha +8
- Skills Athletics + 7, Intimidation +8, Acrobatics +6, Deception +8, Lore +4, Medicine +7
- Senses passive Perception 14
- Languages Galactic Basic and two others
- Challenge 6 (2,300 XP)
Cunning Action. On each of its turns, the dark jedi can use a bonus action to take the Dash, Disengage, or Hide action.
Forcecasting The dark jedi is a 9th-level forcecaster. Its forcecasting ability is Charisma (power save DC 16, +8 to hit with force attacks) and it has 40 force points. The dark jedi knows the following force powers:
At-will: force push/pull, saber ward, saber reflect, lightning charge
1st level: battle precognition, saber assault, burst of speed
2nd level: saber strike, force throw, phase walk
3rd level: choke, saber slash, knight speed
4th level: saber onslaught, freedom of movement
5th level: improved phasestrike
Actions
Multiattack. The dark jedi makes two greatsaber attacks.
Greatsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 10 (2d6 + 4) energy damage.
Melodies
Native species of the arid, tundra moon of Yavin 8, one of the gas giant Yavin's three habitable moons with the others being Yavin 4 and Yavin 13. They were an amphibious species that lived in the rivers and lakes of the moon's purple mountains. Certain xenobiologists in later years suspected that the Melodies as well as the native predators on their homeworld may have been products of Sith alchemy.
Biology & Appearance Melodies were hatched from eggs and started life on land. These young Melodies would live around the underground freshwater lakes deep within the caverns and inlets of the moon's equatorial mountain ranges until they reached the age of 20, when they were to complete the change into an adult Melodie (also known as an Elder) in an event called the Changing Ceremony. Young Melodies who had not yet changed would care for the infant Melodies. This involved gathering trico which was then made into a paste to feed the infant Melodies until they were old enough to eat the silver-backed fish that lived in the pools within the mountain. Young Melodies lived a dangerous life since they were often preyed upon by numerous predators, including the bird-like avrils, the rodent-like raiths, the serpentine reels, and the spidery purellas.
The Changing. During the Changing Ceremony, these Melodies (also known as Changelings) would be taken down a shallow cove to begin their transformation from land-dweller to water-breather. This shallow cove was the only safe place the Ceremony could take place. It was covered in a blue-green algae which created oxygen through photosynthesis for the Changelings to breathe.
This process could take weeks, making the Changelings vulnerable to attacks from Yavin 8's predators. Thus, they were guarded by their fellow Melodies who had not changed. During the ceremony, a Changeling's legs would grow together into a single finned tail, and they would also grow gills for breathing underwater. When this change had completed, making them Elders, the Melodie would retreat to deep underground lakes within the mountains where they would live in for the rest of their adult lives. Elders were able to surface for limited amounts of time, which they use to communicate with their young. However, this did not apply to the oldest Melodies, who were not able to surface at all.
Melodie
Medium humanoid (melodie), neutral balance
- Armor Class 11
- Hit Points 9 (2d8)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 11 (+0) 11 (+0) 11 (+0) 12 (+1)
- Damage Resistances cold
- Skills Perception +2
- Senses passive Perception 12
- Languages Melodese, Sith
- Challenge 1/2 (100 XP)
Amphibious The meolodie can breathe air and water.
Force sensitive. The melodie's innate forcecasting ability is Charisma (force power save DC 11). The melodie can innately cast the following powers:
1/day each: force push/pull, telepathic link
Emissary of the Depths. Using their natural connection with the force, the melodie can communicate with beasts, humanoids or aberrations that has a swimming speed as if they shared a language.
Actions
Wood Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target, Hit: 2 (1d4) kinetic damage.
Melodie Caretaker
Medium humanoid (melodie), neutral balance
- Armor Class 13
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 15 (+2)
- Damage Resistances cold
- Skills Nature +4, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages Melodese, Sith
- Challenge 2 (450 XP)
Amphibious The meolodie can breathe air and water.
Nimble Escape. The melodie can take the Disengage or Hide actions as a bonus action on each of its turns.
Force sensitive. The melodie's innate forcecasting ability is Charisma (force power save DC 12). The melodie can innately cast the following powers:
At-will: force push/pull
1/day each: rescue, telepathic link
Emissary of the Sea. Using their natural connection with the force, the elodie can communicate with beasts, humanoids or aberrations that has a swimming speed as if they shared a language.
Actions
Multiattack. The melodie makes two urchin-spine attacks.
Urchin-Spine. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/60 ft., one target, Hit: 6 (1d6 + 3) kinetic damage plus 10 (3d6) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Melodie Elder
Medium humanoid (melodie), neutral balance
- Armor Class 12 (15 with battle precognition)
- Hit Points 52 (8d8 + 5)
- Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 14 (+2) 15 (+2) 18 (+4)
- Damage Resistances cold
- Skills Athletics +2, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages Melodese, Sith
- Challenge 4 (1,100 XP)
Amphibious The meolodie can breathe air and water.
Force sensitive. The melodie's innate forcecasting ability is Charisma (force power save DC 14). The melodie can innately cast the following powers:
At will: force push/pull
3/day each: force imbuement, telepathic link
1/day each: battle precognition, force camouflage, hex
Force Resistance. The melodie has advantage on saving throws against force powers and effects.
Emissary of the Depths. Using their natural connection with the force, the melodie can communicate with beasts, humanoids or aberrations that has a swimming speed as if they shared a language.
Actions
Multiattack. The melodie makes two coral rapier attacks.
Coral Rapier. Melee Weapon Attack: +4 to hit (+6 to hit with force imbuement), reach 5 ft., one target, Hit: 6 (1d8 + 2) kinetic damage, or 8 (1d8 +4) kinetic damage with force imbuement.
Melodie Keeper of Legends
Medium humanoid (melodie), neutral balance
- Armor Class 15 (natural armor)
- Hit Points 105 (14d8 + 42)
- Speed 10 ft., swim 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 10 (+0) 12 (+0) 20 (+5)
- Saving Throws.* Dex +3, Int +3, Cha +7
- Damage Resistances cold, fire
- Skills Athletics +6, Nature +6, Survival +4
- Senses passive Perception 11
- Languages Melodese, Sith
- Challenge 8 (3,900 XP)
Amphibious The meolodie can breathe air and water.
Force sensitive. The melodie's innate forcecasting ability is Charisma (force power save DC 16). The melodie can innately cast the following powers:
At will: enfeeble
3/day each: improved force scream, telepathic link
1/day each: force camouflage, choke
Force Resistance. The melodie has advantage on saving throws against force powers and effects.
Emissary of the Depths. Using their natural connection with the force, the melodie can communicate with beasts, humanoids or aberrations that has a swimming speed as if they shared a language.
Actions
Multiattack. The melodie makes two attacks using Touch of Abeloth and casts enfeeble.
Touch of Abeloth. Melee Weapon Attack: +7 to hit, reach 5 ft., one target, Hit: 22 (4d10) psychic damage.
Reactions
Armor of Abeloth. When a creature the melodie can see targets the melodie with an attack, the melodie gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the melodie takes 9 (2d8) psychic damage.
Sith
Dreadlord Hand
Medium humanoid (twi'lek), chaotic dark
- Armor Class 24 (Unarmored Defense)
- Hit Points 169 (26d8 + 52)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 24 (+7) 14 (+2) 10 (+0) 18 (+4) 24 (+7)
- Saving Throws Dex +12, Sab +8, Car +12
- Skills Acrobatics +12, Deception +12, Intimidation +12, Perception +9, Stealth +17
- Senses darkvision 60 ft., passive Perception 19
- Languages Galactic Basic, Twi'leki
- Challenge 20 (25,000 XP)
Legendary Resistance (3/Day). If the Dreadlord Hand fails a saving throw, it can choose to succeed instead.
Disarming Strike. When the Dreadlord Hand hits on an attack it can try to disarm the target or make it drop an item the target is holding. The target must succeed a DC 20 Strength saving throw or drop the item or weapon they are holding.
Unarmored Defense. While the Dreadlord Hand is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
Unpredictable Motion. Opportunity attacks against the Dreadlord Hand have disadvantage.
Bonus Actions
Agile Fighter. When the Dreadlord Hand takes the dodge or disengage action, it can make a lightfoil attack.
Combat Caster. When the Dreadlord Hand cast a force power, it can make a lightfoil attack.
Actions
Multiattack. The Dreadlord Hand can make four attacks.
Lightfoil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 12 (1d8 + 7) energy damage.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 10 (1d6 + 7) kinetic damage.
Forcecasting. The Dreadlord Hand is a 17th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 53 force points. The Dreadlord Hand knows the following force powers:
At-will: lightning charge, saber throw, saber reflect
1st level: force mask, malacia, phasestrike, burst of speed
2nd level: hallucination, force camouflage, improved saber throw, phasewalk
3rd level: force lightning, knight speed, severe force
4th level: force immunity, freedom of movement
5th level: improved phaswealk, force breach
6th level: crush, force chain lightning
7th level: force lightning cone
Reactions
Retreating Leap. When a creature makes a melee attack roll against the Dreadlord Hand, it can use it’s reaction to jump 15 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.
Legendary Actions
The Dreadlord Hand can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Dreadlord Hand regains spent legendary actions at the start of its turn.
Attack. the Dreadlord Hand makes a lightfoil attack.
Sarlaac Sweep (Costs 2 Actions). The Dreadlord Hand choose a creature that is 5 ft. from it, the Dreadlord Hand make a lighfoil attack against that creature, if the attack hits, it can attack another creature that is 5 ft. of the orginal target.
Wise Sith Lord
Medium humanoid (muun), lawful dark
- Armor Class 16 (fiber armor, 18 with knight speed)
- Hit Points 195 (25d8 + 50)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 18 (+4) 18 (+4) 24 (+7)
- Saving Throws Con +7, Sab +9, Cha +12
- Skills Acrobatics +10, Deception +19, Insight +10, Lore +16, Persuassion +19, Perception +10
- Senses passive Perception 20
- Languages Galactic Basic, Muun, Huttese, Sith
- Challenge 18 (20,000 XP)
Legendary Resistance (3/Day). If the wise sith lord fails a saving throw, it can choose to succeed instead.
Avoidance. If the wise sith lord 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.
Displacement. The wise sith lord projects a force illusion that makes it appear to be standing near his actual location, causing attack rolls against him to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the wise sith lord is incapacitated or has a speed of 0.
Three Hearts (1/day). When the wise sith lord is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.
Bonus Actions
Quickened Power (3/Day). When the wise sith lord casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.
Actions
Lightfoil. Melee Weapon Attack: +9 to hit, reach 10 ft., one target, Hit: 8 (1d6 + 4) energy damage.
Dark Force Wave (Recharge 6). The wise sith lord unleash a force wave with the power of the dark side in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 60 (12d10) force damage, or half as much damage on a successful one. A creature reduced to 0 hit points by this wave is disintegrated, along with anything it was wearing or carrying.
Forcecasting. The wise sith lord is a 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 23, +17 to hit with force attacks) and it has 87 force points. The wise sith lord knows the following force powers:
At-will: affect mind, force push/pull, force leap
1st level: burst of speed, force jump, sense force, disperse force
2nd level: coerce mind, force concealment, force throw
3rd level: choke, force repulse, knight speed
4th level: improved force camouflage, force immunity, freedom of movement
5th level: control pain, crush, telekinesis
6th level: improved force immunitiy, mass coerce mind, true sight
7th level: master speed, ruin
8th level: mind blank, force link
9th level: kill
Reactions
Way of Negation. In response to taking damage, the wise sith lord reduce the damage in half (rounded down) and redirect the other half to another creature it can see at 30 feet of him. The targeted creature must make a DC 20 Dexterity saving throw, taking half the damage on a failed save.
Legendary Actions
The wise sith lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The wise sith lord regains spent legendary actions at the start of its turn.
At will. The wise sith lord cast an at will power.
Living Force Drain (Costs 2 Actions). Each creature with in 30 feet of the wise sith lord must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the improved restoration power or similar.
Disrupt Life (Costs 3 Actions). Each non-droid or construct creature within 20 feet of the wise sith lord must make a DC 20 Constitution saving throw against this power, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Visionary Sith Lord
Medium humanoid (bith), neutral dark
- Armor Class 17 (Composite Armor; 19 with knight speed)
- Hit Points 285 (30d8 + 150)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 18 (+4) 16 (+3) 18 (+4)
- Saving Throws Con +11, Sab +9, Int +10, Cha +10
- Skills Athletics +11, Nature +10, Lore +10, Perception +9, Technology +10
- Senses passive Perception 19
- Languages Galactic Basic, Bith, Huttese, Sith
- Challenge 19 (22,000 XP)
Legendary Resistance (3/Day). If the visionary sith lord fails a saving throw, it can choose to succeed instead.
Duelist. When the visionary sith lord is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon (included).
Sonic Sensitivity. The visionary sith lord on saving throws against effects that would deal sonic damage.
Bonus Action
Combat Caster. When the visionary sith lord cast a force power, it can make a lightfoil attack.
Actions
Multiattack. the visionary sith lord makes three lightfoil attacks
lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target, Hit: 12 (1d8 + 7) energy damage.
Life Drain. The visionary sith lord targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the visionary sith lord regains hit points equal to the total damage dealt to all targets.
Forcecasting. The visionary sith lord is a 17th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +13 to hit with force attacks) and it has 38 force points. The visionary sith lord knows the following force powers:
At-will: shock, force push/pull, saber reflect, lightning charge
1st level: force body, force propel, shadow sight, slow descent
2nd level: affliction, animate weapon, force throw
3rd level: choke, force lightning, knight speed
4th level: force immunity
5th level: control pain, telekinesis
6th level: crush, force chain lightning
7th level: force lightning cone
Reactions
Makashi Form. When a creature fails a melee attack against visionary sith lord, he can make a weapon attack.
Legendary Actions
The visionary sith lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The visionary sith lord regains spent legendary actions at the start of its turn.
Attack. the visionary sith lord makes a lightfoil attack.
Cast a Power (Costs 2 Actions). The visionary sith lord casts a power of 2nd level or lower from his power list that takes 1 action to cast.
The Teräs Käsi Order.
An ancient order of Monks created within the force sensitive sect the Followers of Palawa after being forcefully exiled from their home planet Palawa. Teräs Käsi actually meant "steel hands" in Basic, referring to the extreme toughness of a practitioner's fists and the heavy piston-like blows they could produce.
This reputation was well deserved; masters of Teräs Käsi were known to deliver strikes that rivaled slugthrowers and blaster pistols in terms of power, easily punching through body armor, with even novitiates capable of surprising damage - though to a somewhat lesser degree.
Devastating Blows. Teräs Käsi punches were so legendary, that it is known that they harmed their own arms doing so, to the point that the master of this art had to replace them with cybernetic implants. This didn't mean the Teräs Käsi master had to retire, in fact, it means the master has unlocked the next level in their martial art.
Deadlier than Ever. Once the Teräs Käsi master had basically sacrificed its arms to achieve the ultimate level of raw power within oneself, it was ready to receive the legendary implants perfected by milennia of engineering. This cybernetic arms increased the master physical power beyond that of the flesh, with actuators alongside the user spine to react as if they were never have lost their limbs.
Know your enemy. The Teräs Käsi order was so focused on fighting force users that one of their teachings is studying the body to know the points were the Force flowed strongly, and strike there, the stronger the connection the force sensitive had, the more damage it will receive from a Teräs Käsi master punch.
Teräs Käsi Initiate
Medium humanoid (any), any lawful
- Armor Class 15 (Unarmored Defense)
- Hit Points 33 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
- Skills Acrobatics +5, Insight +5, Perception +5, Stealth +5
- Senses passive Perception 15
- Languages any one language (usually Galactic Basic)
- Challenge 2 (450 XP)
Unarmored Defense. While the initiate is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The monk initiate three attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 7 (1d8 + 3) kinetic damage. Once per turn, the initiate can cause one of the following additional effects (choose one or roll a d4):
1-2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
3-4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the initiate.
Vibrodart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target, Hit: 5 (1d4 + 3) kinetic damage.
Teräs Käsi Monk
Medium humanoid (any), any lawful
- Armor Class 16 (Unarmored Defense)
- Hit Points 65 (10d8 + 20)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 11 (+0) 16 (+3) 10 (+0)
- Skills Acrobatics +6, Perception +5, Stealth +6
- Senses passive Perception 15
- Languages any one language (usually Galactic Basic)
- Challenge 5 (1,800 XP)
Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Bonus Actions
Cunning Action. On each of its turns, the monk can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack. The monk makes three attacks.
Force Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target, Hit: 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone.
Vibrodart. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target, Hit: 5 (1d4 + 3) kinetic damage.
Reactions
Dancing Dragonsnake. In response to being hit by a ranged attack, the monk deflects it. The damage it takes from the attack is reduced by 1d10 + 10.
Teräs Käsi Master
Medium humanoid (any), any lawful
- Armor Class 20 (Unarmored Defense)
- Hit Points 130 (20d8 + 40)
- Speed 60 ft.
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 14 (+2) 18 (+4) 16 (+3) 18 (+4)
- Saving Throws Dex +10, Wis +7
- Skills Athletics +5, Acrobatics +7, Investigation +8, Lore +8, Perception +14, Stealth +7
- Damage Resistances psychic
- Condition Immunities charmed, frightened
- Senses blindsight 30 ft., passive Perception 24
- Languages Galactic Basic and any four other languages
- Challenge 11 (7,200 XP)
Unarmored Defense. While the master is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
Bonus Actions
Förräderi Posture. Each creature within 5 feet-foot sphere that the master chooses, must succeed on a Dexterity saving throw DC 18, or take 17 (2d10 + 6) force damage.
Actions
Multiattack. The master makes three attacks and uses Spitting Rawl (if available).
Force Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target, Hit: 17 (2d10 + 6) force damage.
Vibrodart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target, Hit: 8 (1d4 + 6) kinetic damage.
Spitting Rawl (Recharge 4-6). The master targets one creature it can see within 10 feet of itself. The target must make a DC 18 Constitution saving throw. On a failed saving throw, the target takes 36 (6d10 + 6) force damage and can't take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers no other effect.
Force sensitive. The master's innate forcecasting ability is Charisma (force power save DC 14). The master can innately cast the following powers:
At will: sense force
2/day each: control pain, force sight, telemetry
Reactions
Nexu Grin (4/Recharges after a Short or Long Rest). When the master see a force power attack at 10 feet, it imposes disadvantage on the attack roll, if it fails, the creature doesn't cast the force power.
The Steel Legionnaire
Medium humanoid (human), any lawful
- Armor Class 23 (Unarmored Defense)
- Hit Points 130 (25d8 + 50)
- Speed 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 24 (+7) 14 (+2) 18 (+4) 16 (+3) 22 (+6)
- Saving Throws Str +8, Dex +13, Wis +9, Cha +12
- Skills Athletics +8, Acrobatics +13, Investigation +10, Lore +10, Perception +15, Stealth +7
- Damage Resistances poison, psychic; kinetic from unenhanced attacks
- Condition Immunities charmed, frightened, paralyzed
- Senses blindsight 30 ft., passive Perception 24
- Languages Galactic Basic, Bunduki, Sith, Huttese
- Challenge 19 (22,000 XP)
Legendary Resistance (3/Day). If the steel legionnaire fails a saving throw, it can choose to succeed instead.
Unarmored Defense. While the steel legionnaire is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
Bonus Actions
Cunning Action. On each of its turns, the steel legionnaire can use a bonus action to take the Dash, Disengage, or Hide action.
Actions
Multiattack. The master makes three attacks.
Thunder Strike. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 10 ft., one target, Hit: 18 (2d10 + 7) sonic damage.
Cyberarm Blaster Pistol. Ranged Weapon Attack: +13 to hit, range 50/200 ft., one target, Hit: 10 (1d6 + 7) energy damage.
Force sensitive. The steel legionnaire's innate forcecasting ability is Charisma (force power save DC 20). The steel legionnaire can innately cast the following powers:
At will: force disarm, force push/pull, sense force
3/day each: control pain, force sight, telemetry, valor
1/day each: telekinesis
Reactions
Nexu Grin (6/Recharges after a Short or Long Rest). When the steel legionnaire see a force power attack at 10 feet, it imposes disadvantage on the attack roll, if it fails, the creature doesn't cast the force power.
Legendary Actions
The steel legionnaire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The steel legionnaire regains spent legendary actions at the start of its turn.
Attack. The steel legionnaire makes a thunder strike attack.
Charging Wampa (Costs 3 Actions). The steel legionnaire moves up to her speed without provoking opportunity attacks, then makes two thunder strike attacks to one creature she has at 5 feet. The creature is silenced until the start of its next turn.
Wisties
Also called firefolk, flutterglows or firesprites, were a sentient species native to the forest moon of Endor. They were very small, winged humanoids that had the appearance of a moving flame. However, fire did not have anything to do with their luminosity, and they could be safely touched by other creatures most of the time. Although the Wisties seemed extremely simple, even non-sentient, they had a language of their own and even a form of government, with a Queen as Head of State. It was thought that the firefolk fed off happy emotions and expressions of mirth.
Biology & Appearance. The Wisties of Endor were tiny humanoids with one head, a torso, two legs and two arms, with the latter ending in three- or four-fingered hands. Some individuals had no visible digits. They were surrounded by a bright mantle of fluttering flames, the color of which could be golden, white, red, or blue. Their mask-like faces featured two forward-facing eyes and a large mouth relative to their size. Some Wisties had a hair-like corona of light sprouting from the top of their head. While they seemed to "flicker" as a flame would do—and sometimes even seemed to disappear for split second— they were well and truly corporeal, and could be restrained with the help of miniature chains. They were so small that they could fit in the palm of an Ewok. All known Wisties were referred to as females in Galactic Basic Standard.
The Wisties rarely kept still, which rendered detailed examination of their body features difficult. Most of the time, they appeared more like thin lines of light that flew in the air erratically, which prompted uninformed observers to think they were unexplained light phenomena. Because of their spark-like appearance, they were often called "the firefolk" or "the flutterglows" by the Ewoks. Their luminescence, however, was not fire-based, but biochemical. Although they did emit heat, which was fanned through the rapid beating of their wings and produced light, they could normally be touched by other organics without risk. However, angered Wisties could increase their body heat to such a degree that their could actually burn. They also had the ability to transfer some of their energy to certain responsive objects, including Force-sensitive gemstones like the Sunstar.
Society & Culture. They live in swarms of several dozens individuals. At night, those swarms would venture in the open air, where they performed what has been described as "flashing, spinning, dizzying light shows." During their aerial ballets, the firefolk were usually peaceful and harmless, although their buzzing and brightly lit night flights could prevent other beings from sleeping, much to their annoyance and discomfort. In the rare cases when a Wistie got angry, it could increase its internal heat greatly, allowing the creature to burn through traps and nets.
Alliances. The spark-like beings generally maintained cordial relations with the tree-dwelling Ewoks, who even had a holiday in their honor, called the Festival of the Wisties. Both species would celebrate that event together in a playful atmosphere, performing a dance and baking a special pie made from rainbow berries. Wisties and young Ewoks would often frolic together in the forests or on the edges of a pond. Despite that, even their Ewok friends still regarded the untimely night flights of the firefolk as a nuisance, at least in the context of camp life. By contrast, the Wisties were prey to the warlike Duloks, the lankier cousins of the Ewoks, who considered them delicacies and sometimes caged them into small lanterns. Ewoks do the same but only in times of dire need like a war between clans or fighting invaders.
Wistie
Tiny humanoid (wistie), neutral light
- Armor Class 19
- Hit Points 2 (1d4)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 1 (-5) 28 (+9) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
- Skills Perception +4, Stealth +7
- Damage Resistances fire
- Senses passive Perception 14
- Languages Wistie
- Challenge 1/4 (50 XP)
Variable Illumination. The wistie sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The wistie can alter the radius as a bonus action.
Actions
Heat Body. Any creature in physical contact with the wistie must make a succesful Dexterity saving throw DC 10 or take 4 (2d4) fire damage. The wistie can decrease its body temperature as a bonus action.
Swarm of Wisties
Medium swarm of tiny humanoids (wistie), neutral light
- Armor Class 19
- Hit Points 36 (8d8)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 3 (-4) 28 (+9) 10 (+0) 10 (+0) 14 (+2) 15 (+2)
- Skills Perception +4, Stealth +7
- Damage Resistances fire; kinetic and energy
- Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 14
- Languages Wistie
- Challenge 3 (700 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate an individual wistie. The swarm can't regain hit points or gain temporary hit points.
Variable Illumination. The wistie sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The wistie can alter the radius as a bonus action.
Actions
Engulf. The swarm moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the swarm enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to move 5 feet back or to the side of the swarm. A creature that chooses not to move suffers the consequences of a failed saving throw.
On a failed save, the swarm enters the creature's space, and the creature takes 16 (8d4) fire damage, or 8 (4d4) fire damage if the swarm has half its hit points or fewer and target is engulfed. The engulfed creature can't breathe, is restrained, and takes the same damage accordingly at the start of each of the swarm's turns. When the target moves, the swarm moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Dexterity check. On a success, the creature escapes and enters a space of its choice within 5 feet of the swarm.