Fisto's Codex - GM Binder - PDFCOFFEE.COM (2024)

Fisto's Codex

FISTO'S CODEX CREDITS:

BaelishPasta -

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

Anooba Wampas Orbalisk Mynock

Shyracks

Ysalimir

Hssiss

Krayt Kaleesh Dragons

Tuk'ata

Terentatek

Wraid

Pelko Bugs

K'lor'slug

Imperial Knobby White Lylek Guards Spider

ART CREDITS

Ronto

cascadecascade Legendary Mandalorian

Collian Andor -

u/Thornefield -

Mad Scientist Lab-Tech Senior Scientist Researcher Sith Warrior

Dangerous Video Mavid Finklebottom Combat Engineer

MagnaGuard Sentinel

Combat Engineer, Junior

Dark Aspirant

darthrevan1128 AT-DP

AT-PT

Sapper Trroper

Field Medic Trooper

STATBLOCK CREDITS Aeryn -

Drake Ryzer -

Voxyn

AAT

Jensaarai Smugglers

Imperial Knights

T'landa Til

Black Sun Vigo

Black Sun HRD

Noghri Lethal Assassin

Jedi Jedi Jedi Vaapad Jedi Knights Chosen Padawans Master One Master Tactician Killiks

Jedi In ltrator

Armstech Specialist Fordragon Flutterplume

Jedi Grand Dark Acolyte Master

KelDor Baron Jedi Administrator

First Order Warlord

Galactic Senator

Nightsisters Zuckuss

fynikz O cer, Junior

O cer, Combat Engineer, Explosives Senior Junior Expert

Droid Tank

Sith Sith Necromancer Zombies

DSD1 Spider Droid War Wyrm

Junk Droids

Super Repair Tactical Droid Droid

Basilisk Sea Leviathan War Leviathan Droid

Acklays

Banthas

Dewbacks Trooper

Flame Headhunter Heavy Trooper Trooper Trooper Probe Droids

3PO Series Droid

Kaadu

Porgs

Kowakian MonkeyLizard

Varactyls

Gundark Most of Alpha Appendix B

2

Field Medic

Steev Palpatine / Galiphile -

Aziz Combat Engineer

Mandalorians

Yammosk FireBreather

B-1 Droids

Trooper Demolitions Captain Trooper

Jetpack Scout Trooper Trooper Reeks

Rancors

Vehicles C1-Series Astromech

Destroyer IG Assassin HK-47 Droids Droids B-2 Droids

BX Droids

Tusken Raiders

Hawk1113 -

LordFontijn Cyborg Khagan

Kell Dragon

illegalman -

Mishy -

Sith Mastermind

Sith Cyborg

Yuuzhan Vong

Jahn Wang -

Gamorrean Minion

Gamorrean Warrior

nate_ndo Gonk Droids Aiwha

Jawa Trandoshans

Helcack -

Rick Fisto / Legobis Abeloth

Awakened Plants

SD-K4 Assasin Droid

Probe Killers

BT-1

BB-Series Astromech

R2-Series Astromech

Battle Droid Squad

Grapple Droideka

Cantina Brawl

Crowd

Dark Force Spirit

Death Troopers

Adolescent Dianoga

Droid Star Fighters

NR-N99 Droid Tank

Emperor's Hand

Squad of Exogorth Force Storm Troopers

Shore Trooper

Sniper Trooper

Grand Admiral

Hutts

Jedi Ronin

Imperial Security Inquisitorious Bureau

DF.9 Turret Vesuvague Tree

TX-225A Occupier Tank Jawas

Mistryl Jedi Mole Serpent Shadow Younling Guards

Re3PO with Dwarf Programmed 000 Protocol Rathtar LOM Security Droids

AT-TE

Sith Blademaster

Sith Duelist

E-WEB

1.4 FD Turret

Womp Rats Wookiees

Sando Aqua Monster

Sarlacc

Speeders

Tracker Droids

Sentry Gun

Sonic Cannon

World Devastator

Swarm of Ysalimiri

Blurrg

Boar Wolf

Bog Wings

Bor Clod Condor Gullet Hopper Dragon

Adult Dianoga

Dragonsnake

Eopies

Ewok Energy Fambaa Ponies Spiders

Fathier

Fexian Skullborer

Gorax

Gundarks

Ghest

Gizka

HawkVornskr bat

Gutkurr

Mounted Troopers

Battle Hydra

Aryx

Fyrnock Geejaw

Salvagers

Jedi Commander

Excavation Droid

Worrt Wyyyschokk

Noxlux013 B'omarr Monks

Rock Wart

Scurrier

Security O cer

Cargo Ski

Nozzi-chan Geonosians

Nusaka Jedi Padawan Urchin

Jedi Knight Rebel

Jedi Knight Survivor

Sith'ari

Sith Usurper

Bendu

Jedi Imperial Sith Master Admiral Triumverate Rebel Bogan

Ewoks

Overworldgaming The Ones

Ramz-E Flesh Raiders

Dark Aspirant

Reggy the Hutt -

Legend. Enhanced Hunter

Medical Droid

Saintdane T-Series Tactical Droid

3

zheadings Brain Gamorrean Worm Guard

Yorki-Kul Slave Soldier

Jedi Ambush Jedi Focused Combat Master Adept Healer

Aquatic Shistavanen Augmented Jedi Clone Jedi Assault Wookiee Redeemer Commandos Master Specialist

4

ASPECTS OF THE FORCE: THE ASHLA, THE BOGAN, AND THE BENDU Named for the twin moons of Tython, these ancient words--Ashla and Bogan--refer to the mirror sides of the Force: the light side and the dark side, respectively. Just as most wielders of the Force tend toward either of these sides, there are still those who choose neither and instead follow a path of non-confrontation and unity through the Force; the Bendu. An ancient and powerful creature that resides in solitude on the remote planet of Atollon went by this name, and ful lled his moniker well, never reaching out to in uence the greater galaxy, but imparting great wisdom unto those children of the Force who happened to meet him. Ashla The light side of the Force, also commonly known as the Ashla by ancient Force-sensitives on Tython, or simply the Force, was the side of the Force aligned with honesty, compassion, mercy, self-sacri ce, and other positive emotions. For the most part, the Jedi simply referred to this as the Force. Bogan The dark side of the Force, called Bogan or Boga by ancient Force-sensitives on Tython, was an aspect of the Force. Those who used the dark side were known as either Darksiders, Dark Side Adepts, or Dark Jedi when una liated with a dark side organization such as the Sith. Unlike the Jedi, who were famous for using the light side of the Force, darksiders drew power from raw emotions and feelings such as anger, hatred, greed, jealousy, fear, aggression, megalomania, and unrestrained passion.

BENDU Personality & Traits. Bendu was a wise and enigmatic being which resembled a giant rocky monolith with two eyes, a at nose, and a long beard. He was a powerful entity who could control nature, including the krykna spiders of Atollon. Bendu could also sense the presence of other Force-wielders from a distance. He was a wise and patient teacher who believed that other Force-sensitive beings needed to learn to overcome their fears and imbalances through personal trials. Powers & Abilities An immensely powerful being who possessed incredible connections to the Force and could perceive the emotions of others, he also had the power to appear and disappear at will. The exact nature of the Bendu remains a mystery, but whether he is an exceptionally potent wielder of the Force or a literal avatar of its many mysteries, the possibility of other beings like him existing should not be overlooked. A Bogan who represents the cruel, the cold and the hateful dark side, and an Ashla standing for the compassionate, the warm, the serene light side.

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

In another time, before the Bendu became a recluse, he rst strictly adhered to the light side, or had been consumed completely by the dark, being named Ashla or Bogan instead of Bendu, appropriately. Or, if your campaign takes place in an alternate history to contemporary lore, and history took a di erent turn, then the Bendu could have never become the Bendu at all, and remained his Ashla or Bogan self even in the time that would have been the eve of the Galactic Civil War. The Ashla and Bogan could be separate entities from the Bendu, and both or all three could even exist simultaneously with each other. They could be the same unknown species as the Bendu, or unique species entirely, and might share a common origin in either case. You could delve into the Bendu's history, how he came to be the sagely hermit he is today, and what con ict between these associates of his drove him to turn his back on them both. Perhaps they are all products of ancient Sith alchemy for purposes the Ashla and Bendu turned away from, while the Bogan alone stays true to his or her born nature. If the creatures known as Bendu, Ashla and Bogan are more than powerful Force-users, and indeed are parts of a greater existence, then the Ashla and Bogan could be hidden away on forgotten planets rife with the power of the Force, watching the history of the galaxy unfold. Or they could very well be metaphysical beings, only appearing as mental manifestations to those who deeply embrace the light or fall to the dark. In a Force-user's path to either side, they could appear to her in dreams or visions, either to encourage her further down the her chosen path or to lead her astray. A battle in which a character rejects one or the other could result in her fellow party members being psychically pulled into the same dreamworld, where the ght will take place.

DAI BENDU The Order of Dai Bendu, also known as the Bendu, was one of the many ancient and semi-legendary organizations that studied the Force and the midichlorians in the Early Hyperspace Age, prior to the birth of the Galactic Republic on Coruscant. While the Order originated on the world of Thape, it thrived in the Andobi Mountains of the snowy planet Ando Prime. In 36,453 BBY, a group of Bendu monks were brought to the planet of Tython, where they encountered other Force-sensitive groups and took part in the establishment of the Je'daii Order. A number of elements and symbols borrowed from the Dai Bendu made their way into the Je'daii Order and its successor, the Holy Order of the Jedi Knights. Although the Order of Dai Bendu still existed in the waning days of the Republic, its tenets were poorly understood and its involvement with the birth of the Je'daii Order had been mostly forgotten, even in the scienti c circles. Some historians of that time theorized that the Bendu monks were the original incarnation of the Jedi, but lacked solid proofs to back up their claim. Only a few individuals, including the Sith Lord Darth Plagueis, possessed texts pertaining to the ancient Dai Bendu.

5

THE ASHLA

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

Huge force-entity, lawful light

ACTIONS

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

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

STR

DEX

CON

INT

WIS

CHA

18 (+4)

22 (+6)

20 (+5)

20 (+5)

24 (+7)

16 (+3)

Saving Throws Str +12, Dex +14, Con +13, Wis +15, Cha +11 Skills Insight +15, Lore +13, Nature +15, Perception +15, Persuasion +11 Damage Resistances lightning, psychic Damage Immunities necrotic, poison; kinetic and energy damage from unenhanced attacks Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses truesight 120 feet Languages All Challenge 25 (75,000 XP) Innate Forcecasting. The Ashla's forceasting ability is Wisdom (force save DC 23). It can innately cast the following force powers: At will: force push/pull, force sight, force throw, project, sense force, sever force 3/day each: force project, force suppression, sanctuary, telekinesis, telekinetic burst 1/day each: improved force camouflage, master revitalize, stasis field, wall of light Legendary Resistance (3/day). If the Ashla fails a saving throw, it can choose to succeed instead. Limited Force Immunity. The Ashla is immune to powers of 5th level or lower unless it wishes to be a ected. It has advantage on saving throws against all other powers and force e ects. Radiance. As a bonus action, the Ashla can emit a blinding light. A creature that starts its turn within 30 feet of the Ashla must succeed on a DC 23 Constitution saving throw. On a failure, the creature is blinded and stunned until the start of its next turn. The saving throw is made with disadvantage if a creature is of a dark alignment. A creature that successfully saves against this e ect is immune to this ability for 24 hours.

6

Unarmed Strikes. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) kinetic damage plus 13 (3d8) force damage. Light of the Force. The Ashla directs a beam of pure force at a creature it can see within 120 feet. The target must make a DC 23 Wisdom saving throw, taking 55 (10d10) force damage on a failed save or half damage on a successful save. Grace of the Ashla. The Ashla targets a creature within 60 feet and lls it with the power of the light side. The target creature regains 40 (6d10+7) hitpoints and is cured of all poisons and diseases a ecting it, and if it is frightened, paralyzed, petri ed, or stunned, those conditions are ended. Peace. The Ashla attempts to quell the aggressive and hateful emotions and thoughts in creatures within a 60 foot radius. Each creature of the Ashla's choosing must make a DC 23 Wisdom saving throw. On a failure, a creature cannot take aggressive actions until the start of its next turn. If the Ashla or a creature una ected by this ability harms an a ected target, the e ect ends immediately.

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

LEGENDARY ACTIONS The Ashla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ashla regains spent legendary actions at the start of its turn. Teleport. The Ashla teleports to a point it can see within 60 feet. Unarmed Strike. The Ashla makes an unarmed strike. Innate Forcepower (Costs 2 Actions). The Ashla casts an innate force power. Peace (Costs 3 Actions). The Ashla uses its Peace action.

THE BENDU

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

Huge force-entity, balanced

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

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

DEX

CON

INT

WIS

CHA

22 (+6)

14 (+2)

20 (+5)

16 (+3)

22 (+6)

22 (+6)

Saving Throws Str +14, Con +13, Wis +14, Cha +14 Skills Athletics +14, Insight +14, Lore +11, Nature +11, Perception +14 Damage Immunities lightning, poison, sonic; kinetic, ion, and energy damage from unenhanced weapons Condition Immunities charmed, frightened, poisoned Senses Truesight 120ft., passive perception 24 Languages All Challenge 25 (75,000 XP) Charge. If the Bendu moves at least 10 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 17 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 10 ft. away and knocked prone. Enhanced Attacks. The Bendu’s attacks are considered enhanced. Innate Forcecasting. The Bendu’s forceasting ability is Wisdom (force save DC 22). It can innately cast the following force powers:

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

ACTIONS Multiattack. The Bendu makes two claw attacks and one horn attack, or it casts one force power and makes a claw attack. Claws. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit 22 (4d8+6) kinetic damage. Horns. Melee Weapon Attack: +14 to hit, Reach 10 ft., one target. Hit 28 (4d10+6) kinetic damage. Teleport. The Bendu teleports up to 120 feet to an unoccupied space it can see. Lightning Strike. The Bendu calls a bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point it can see within 60 feet. All creatures within 20 feet of the target point must make a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much on a successful one.

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

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

Attack. The bendu makes a claw attack.

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

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

Teleport. The Bendu uses its teleport action.

7

THE BOGAN

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

Huge force-entity, chaotic dark

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

ACTIONS

STR

DEX

CON

INT

WIS

CHA

22 (+6)

20 (+5)

23 (+7)

20 (+5)

16 (+3)

24 (+7)

Saving Throws Str +14, Dex +13, Con +15, Wis +11, Cha +15 Skills Deception +15, Intimidation +15, Lore +13, Perception +11, Stealth +13 Damage Resistances lightning, psychic Damage Immunities cold, necrotic,poison; kinetic and energy damage from unenhanced attacks. Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 100 ft. Languages All Challenge 25 (75,000 XP) Born of the Dark side. The Bogan can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed. Enhanced Attacks. The Bogan's attacks are enhanced. Flyby. The Bogan does not provoke attacks of opportunity while ying. Innate Forcecasting. The Bogan's innate forcecasting ability is Charisma (save DC 23). It can innately cast the following powers: At will: darkness, enfeeble, feedback, force push/pull, force throw, sever force, wound 3/day each: crush, fear, force lightning, force suppression, improved force scream 1/day each: death field, improved force camouflage, rage, ruin Legendary Resistance (3/day). If the Bogan fails a saving throw, it can choose to succeed instead.

8

Multiattack. The Bogan makes one bite attack, one wing attack, one claws attack and one blade of the darksider attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (4d10+6) kinetic damage. Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) slashing damage and the target is grappled and restrained (escape DC 22). The Bogan can grapple one creature at a time if it is on the ground or two if it is ying. Claws grappling a creature can’t attack any other creature. Wing. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (4d8+6) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone. Blade of the Darksider. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) kinetic damage, or 17 (2d10+6) kinetic damage if used with two hands, plus 27 (6d8) force damage.

LEGENDARY ACTIONS The Bogan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bogan regains spent legendary actions at the start of its turn. Hide. The Bogan takes the Hide action. Teleport. The Bogan teleports to a location it can see within 100 feet of it. Shroud (Costs 2 Actions). The Bogan radiates darkness in a 30-foot radius. The darkness lasts until the start of the Bogan's next turn. Innate Power (Costs 2 Actions.) The Bogan casts an innate power.

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

SD-K4 ASSASSIN DROID

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

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

Large droid, unaligned

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

DEX

CON

INT

WIS

CHA

15 (+2)

17 (+3)

14 (+2)

15 (+2)

14 (+2)

7 (-2)

Skills Investigation +4, Perception +4, Stealth +5 Damage vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses Darkvision 120 Ft., passive Perception 14 Challenge 4 (1,100 XP) Assassinate. During its rst turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit. Circuitry. The droid has disadvantage on saving throws against e ects that would deal ion or lightning damage.

Sneak Attack (1/Turn). The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll. Swarm Transport. The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

ACTIONS Multiattack. The sssassin droid makes two leg slash attacks. Leg Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage. Deploy Probe Killers. This droid swarm appears in any space within 5 ft. of the assassin droid.

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

Villains

9

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

PROBE KILLER SWARM Large swarm of tiny droids, unaligned

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

DEX

CON

INT

WIS

CHA

8 (-3)

18 (+4)

13 (+1)

3 (-4)

12 (+1)

4 (-3)

Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic, kinetic, energy Condition Immunities Charmed, Disease, Frightened, Grappled, Paralyzed, Petri ed, Poisoned, Prone, Restrained, Stunned Senses darkvision 30ft, passive Perception 11 Challenge 4 (1,100 XP) Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny droid. The swarm can't regain hit points or gain temporary hit points. Circuitry. The swarm has disadvantage on saving throws against e ects that would deal ion or lightning damage. Sneak Attack (4/Turn). The swarm deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the swarm that isn't incapacitated and the swarm doesn't have disadvantage on the roll.

ACTIONS Multiattack (swarm has more than half HP). The swarm makes 4 leg slash attacks. Multiattack (swarm has less than or equal to half HP). The swarm makes 2 leg slash attacks. Leg Slash. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature. Hit: 6 (1d4+4) kinetic damage.

10

Villains

BATTLE DROIDS Battle droids, also known as combat droids or battle bots, are a type of droid designed for combat. One thing most battle droids have in common is limited intelligence. They are programmed to follow orders, and not much else, though they do have personalities. Some battle droids, however, have some form of intelligence. These droids are much more expensive to make, due to their advanced brains. Clone Wars. Over the years, many di erent models of battle droid have been utilized by various factions throughout the galaxy. The Confederacy of Independent Systems, for example, used a number of di erent models of battle droid during the Clone Wars to make up the Separatist Droid Army. Under the command of General Grievous, varying models of battle droid fought against the Galactic Republic's clone troopers until the nal days of the war, when the Confederate battle droids were deactivated by the Galactic Empire.

B1 SERIES BATTLE DROIDS B1 battle droids, also referred to as standard battle droids, are the most widely-used battle droids manufactured by Baktoid Combat Automata and Baktoid Armor Workshop and were the successor to the OOM-series battle droids. The B1 battle droid sees extensive service as the mainlines soldiers due to their cheap, mass produced nature. The B1-X model serves as an o cer unit. History. Early versions of the model required the use of a Central Control Computer, but despite these weaknesses they saw extensive service as the mainlines soldier of the Trade Federation's mechanized droid army. Despite their limitations and despite battle droids being outlawed under the Empire, B1 battle droids continued to see use through Separatist holdouts and the black market during the Imperial Era.

B1 BATTLE DROID Medium droid, unaligned

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

DEX

CON

INT

WIS

CHA

9 (-1)

14 (+2)

9 (-1)

13 (+1)

10 (+0)

7 (-2)

Damage vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 10 Languages Binary, Galactic Basic Challenge 1/8 (25 XP) Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature. Circuitry. The droid has disadvantage on saving throws against e ects that would deal ion or lightning damage.

ACTIONS Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage. Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage. Villains

11

B1 BATTLE DROID SQUAD

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

Gargantuan swarm of medium droids, any alignment

Reactive. The squad can take one reaction each turn.

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

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

STR

DEX

CON

INT

WIS

CHA

15 (+2)

14 (+2)

9 (-1)

13 (+1)

10 (+0)

7 (-2)

Saving Throws Dex +4, Int +3 Skills Perception +2 Damage vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities charmed, disease, grappled, paralyzed, petri ed, poison, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 12 Languages Binary, Galactic Basic Challenge 4 (1,100 XP) Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

12

ACTIONS Multiattack. The squad makes four blaster ri e attacks, or two blaster ri e attacks if it has half its hit points or fewer. Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage. Massed Fire. The squad res en masse at a point within 150 ft. Each creature of the squad's choice in a 10-footradius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

BASILISK WAR DROID The Basilisk war droid is a powerful, semi-sentient combat droid, designed by the Basiliskan race native to the planet Basilisk, located in the Core Worlds. Following the Mandalorian Crusaders' conquest of Basilisk in 4017 BBY, the Mandalorian warriors pillaged the powerful war droids for themselves. To the Mandalorians, the Basilisk droid was known as the Bes'uliik—the "iron beast" in the Mandalorian language of Mando'a—and came to be valued as animal-like companions. Measuring several meters in height, Basilisk droids resemble a cross between a Zalorian rock-lion and a Karran beetle. They are armed with an array of weapons in and on their armored frame, including laser and pulse-wave cannons, shockwave generator rods, and shatter-missile launchers. The Mandalorians were known for riding Basilisk war droids down into the atmosphere of a world from space at tremendous speeds, using gravitational force and the element of surprise to overwhelm their foes. Over time, the warrior culture adapted the droids to suit di erent combat roles, and developed new iterations of the Basilisk that included enhanced features such as a closed co*ckpit. Following the Mandalorians' defeat at Malachor V in the nal battle of the Mandalorian Wars, the warriors were commanded by the Jedi Knight Revan to destroy their Basilisk mounts as part of the terms of their surrender. However, not all complied with Revan's demands, and numerous Basilisk droids continued to survive with Mandalorians who refused to give up their beast-like companions, including members of Clan Jendri and Clan Ordo. Even still, the war droids' numbers dwindled over time, and by the rise of the New Republic, most Baslisk droids could only be found in the museums of the galaxy.

BASILISK WAR DROID Huge droid, unaligned

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

DEX

CON

INT

WIS

CHA

19 (+4)

17 (+3)

16 (+3)

4 (-3)

12 (+1)

14 (+2)

Skills Perception +4 Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities disease, poison Senses blindsight 60 ft., tremorsense 120 ft. passive Perception 12 Languages Mando'a but can't speak Challenge 5 (1,800 XP) Beast A.I.. The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it. Circuitry. The basilisk has disadvantage on saving throws against e ects that would deal ion or lightning damage. Mourning. If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety. Weapons Compartment. A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

ACTIONS Multiattack. The basilisk makes three weapon attacks. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) kinetic damage. Light Laser Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 11 (2d8+3) energy damage. Pulse-Wave Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) re damage. Shatter-Missile Launcher (4/Day). The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one. Shockwave Generator (Recharge 5-6). The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in ight.

13

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

GRAPPLE DROIDEKA

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

Large droid, unaligned

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

14

ACTIONS Multiattack. The destroyer droid makes two weapon attacks.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2)

20 (+4)

13 (+1)

15 (+2)

7 (-2)

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

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

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

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

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

Villains

REACTIONS

BOUNTY HUNTERS A bounty hunter is an individual hired to capture, hunt or eliminate a designated target, depending on their clients' wishes. Some bounty hunters act like mercenaries and are hired to do jobs other than tracking down bounties. Hutts often keep these mercenary hunters on retainer so as to have more experienced and capable bodyguards protecting them. When the bounty hunting guild assigns one of its members to pursue the subject of a government bounty, only that particular hunter is authorized to go after that particular acquisition. Members of the Guild are required to follow the Bounty Hunter Code. The Code notably forbids the slaying of another hunter, or stealing another hunter's bounty. It also forbids hunters from asking about their bounties once delivered, requiring that the events that transpired from accepting the bounty to its delivery to be immediately forgotten. During the reign of the Galactic Empire, the guild was given authority by the Imperial O ce of Criminal Investigation to issue Imperial Peace-Keeping Certi cates, which allowed its holder access to the Imperial Enforcement DataCore.

AMBUSH MASTER Medium humanoid (Human), any alignment

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

DEX

CON

INT

WIS

CHA

13 (+1)

20 (+5)

14 (+2)

16 (+3)

15 (+2)

12 (+1)

Saving Throws Str +5, Dex +9 Skills Athletics +5, Perception +10, Stealth +13, Survival +6 Senses Darkvision 60 ft., passive Perception 20 Languages Galactic Basic and one other Challenge 9 (5,000 XP) Defiant (1/day). The ambush master can add a d4 to a skill check or saving throw. Swift Responder. The ambush master ignores di cult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modi er. Additionally, on its rst turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet. Ranger's Quarry (3/day). Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it. Accomplished Ambusher. When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

Mark of the Stalker. When the ambush master is hidden from the target of its Ranger's Quarry feature, the rst attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage. Concealment. While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it. Hidden Crippler (3/day). When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn. Techcasting. The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech points). The ambush master knows the following tech powers: At-will: electroshock, encrypted message, minor hologram, vortex shot 1st-level: alarm, element of surprise, target lock 2nd-level: charge power cell, detect invisibility, paralyze humanoid 3rd-level: greater hologram

ACTIONS Multiattack. The ambush master makes two weapon attacks. Sniper Rifle. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d12+5) energy damage. Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.

15

BOUNTY HUNTER

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

Medium Humanoid, neutral balanced

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

DEX

CON

INT

WIS

CHA

15 (+2)

18 (+4)

14 (+2)

18 (+4)

14 (+2)

10 (+0)

Saving Throws Dex +7, Int +7 Skills Atheletics +8, Stealth +5, Technology +11, Perception +5, Survival +8 Condition Immunities None Senses passive Perception 13 Languages Basic, Huttese Challenge 7 (2,900 XP) Light Shield. While wielding the heavy blaster or the techblade the Bounty Hunters AC increases by 1 Enhanced Tech. When you deal damage to a creature with your weapon, you can increase the damage by 1d6. The damage is of the same type as the weapon’s damage. (Damage is included in the attack section) Distengration. When a creature is reduced to 0 hit points by the disruptor ri e, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of ne gray dust. A creature destroyed in this way can not be revitalized.

16

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

ACTIONS Multiattack. The Bounty Hunter makes two melee weapon attacks or two ranged weapon attacks. Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 11 (1d8+1d6 +4) energy damage. Disruptor Rifle Ranged Weapon Attack. +7 to hit, range 100/400, one target. Hit 12 (1d10+1d6 +4) energy damage. Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6+ 1d6 +4) kinetic damage. Carbonite Blast (Recharge 5-6). The Bounty Hunter produces a beam of carbonite energy from his wrist launcher in a 15 foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (10d6) Cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.

EXCHANGE GUNSLINGER

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

Medium humanoid, neutral dark

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

DEX

CON

INT

WIS

CHA

16 (+3)

20 (+5)

18 (+4)

16 (+3)

12 (+1)

8 (-1)

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

ACTIONS

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

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

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

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

Nimble. The Gunslinger can take the Dash or Hide actions as a bonus action on its turn. Sharpshooter. The Gunslinger adds 2 to its attack rolls with blasters. Sharpshooting Mastery. The Gunslinger ignores half and three-quarters cover, and does not su er disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

Vibroblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage. Heavy Blasters. Ranged Weapon Attack: +12 to hit, ranged 40/160 ft., one target. Hit: 18 (3d8+5) energy damage.

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

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

17

LEGENDARY DUROS HUNTER

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

Medium humanoid (duros), chaotic dark

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

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

ACTIONS

STR

DEX

CON

INT

WIS

CHA

14 (+2)

20 (+5)

14 (+2)

18 (+4)

16 (+3)

18 (+4)

Saving Throws Dex +11, Int +10, Wis +9, Cha +10 Skills Acrobatics +11, Deception +10, Insight +9, Intimidation +10, Investigation +10, Medicine +9, Perception +9, Piloting +10, Stealth +11, Technology +10 Senses darkvision 60 ft., passive perception 19 Languages Galactic Basic, Binary, Durese, Huttese Challenge 17 (18,000 XP) Breathing Mask. The Duros has advantage on saving throws against poison. Legendary Resistance (3/day). If the Duros fails a saving throw, it can choose to succeed instead. Strong-Willed. The Duros has advantage on saving throws to resist being Charmed or Frightened. Techcasting. The Duros is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks). The Duros has 36 tech points and knows the following tech powers: At-will: assess the situation, electroshock, encrypted message, jet of flame 1st level: element of surprise, energy shield, expeditious retreat, holographic disguise 2nd level: infiltrate, paralyze humanoid, shatter, translocate 3rd level: explosion, fabricate trap, sabotage charges 4th level: cloaking screen, salvo 5th level: override interface, paralyze creature, toxic cloud 6th level: disintegrate, programmed illusion 7th level: delayed explosion 8th level: incendiary cloud

18

Multiattack. The Duros makes four ranged attacks or three melee attacks, or it casts a power and makes an attack. Heavy Blaster Pistol. Ranged Weapon Attack +11 to hit, range 40/160 ft., one target. Hit: 18 (3d8+5) energy damage. Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) kinetic damage. Thermal Detonators (5/day). The Duros throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) re damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

LEGENDARY ACTIONS The Duros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Duros regains spent legendary actions at the start of its turn. Attack. The Duros makes an attack. Eliminate (Costs 2 Actions). The Duros picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Duros's next turn. Tech (Costs 1-3 Actions). The Duros casts a tech power, spending 1 legendary action per level of power cast.

LEGENDARY ENHANCED HUNTER Medium humanoid (human), neutral

Heavy Blaster Rifle. Ranged Weapon Attack. +11 to hit, range 150/600 ft., one target. Hit: 17 (2d10+6) energy damage. Rifle Bash. Melee Weapon Attack. +10 to hit, one target. Hit: 12 (2d6+5) kinetic damage, and the target must make a DC 18 Constitution saving throw or become dazed.

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

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

STR

DEX

CON

INT

WIS

CHA

20 (+5)

22 (+6)

20 (+5)

14 (+2)

16 (+3)

9 (-1)

Saving Throws Str +10, Dex +11 Skills Athletics +11, Technology +7, Insight +8, Investigation +7, Perception +8, Piloting +7, Stealth +11, Survival +8 Senses passive Perception 16 Damage Resistances kinetic, energy Damage Vulnerabilities re Languages Galactic Basic, Huttese Challenge 17 (18,000 XP) Cunning Action. On each of his turns, the Hunter can use a bonus action to Dash or Disengage. Keen Senses. The Hunter has advantage on Wisdom (Perception) Checks. Legendary Resistance (3/Day). If The Hunter fails a saving throw, he can choose to succeed instead. Precision Shot (4/day). The Hunter can roll his next ranged attack with advantage. Sharpshooting Mastery. The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range.

Mini Grenades (1/day). The Hunter ings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one. Smoke Grenade (1/day). The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15ft radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

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

LEGENDARY ACTIONS The Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hunter regains spent legendary actions at the start of his turn. Heavy Fire. The Hunter makes one heavy blaster ri e attack.

ACTIONS

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

Multiattack. The Hunter makes three blaster ri e attacks or three melee weapon attacks.

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

19

LEGENDARY GAND FINDSMAN Medium humanoid (Gand), neutral balanced

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

DEX

CON

INT

WIS

CHA

18 (+4)

22 (+6)

14 (+2)

14 (+2)

16 (+3)

8 (-1)

Saving Throws Str +9, Dex +11, Con +7 Senses passive Perception 23 Damage Resistances kinetic, poison Skills Athletics +9, Insight +13, Perception +13, Stealth +11, Survival +13, Technology +7 Languages Galatic Basic, Gand, Huttese Challenge 15 (13,000 XP) Alert. The Gand can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the Hunter. Close Quarters Shooting. The Gand's ranged attacks do not have disadvantage within 5ft. Findsman. The Gand has advantage on Wisdom (Perception & Survial) checks made to locate his prey. Legendary Resistance (3/Day). When the Gand fails a saving throw, he can choose to succeed instead. Lungless. The Gand does not have to breathe and is immune to any a ects that rely on breathing.

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

20

GRS-1 Snare Rifle (Recharge 5-6). Ranged Weapon Attack. +11 to hit, range 150/300, one target. Hit: The target is restrained and must succeed at a Constitution saving throw (DC 16) or be paralyzed until the end of it's next turn. The creature can use an action to attempt to escape the snare by succeeding on a Strength saving throw (DC 17) made with disadvantage. Vibroblade Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (2d8+4). C-10 Stun Grenade (Recharge 5-6). The Gand throws a Stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 16 Dexterity saving throw. A creature takes 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

REACTIONS Precognition. When a creature that the Gand can see attacks him. He can use his reaction to impose disadvantage on the attack roll. Regenerative. When the Gand takes damage, it can use its reaction to regain 17 (3d10+2) hit points as long as the triggering damage would not have reduced the Gand to 0 hp.

LEGENDARY ACTIONS The Gand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Gand regains spent legendary actions at the start of his turn. Attack. The Gand makes a W-90 Concussion Ri e attack. Move. The Gand can move up to its speed without provoking opportunity attacks. Preparation. The Gand can recharge one or both of its recharge attacks.

LEGENDARY MANDALORIAN BOUNTY HUNTER

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

Medium humanoid, lawful neutral

ACTIONS Multiattack. The Mandalorian makes three carbine ri e attacks and uses either its thermal detonator, wrist amer, or wrist missile, if available.

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

DEX

CON

INT

WIS

CHA

15 (+2)

24 (+7)

18 (+4)

18 (+4)

20 (+5)

14 (+2)

Saving Throws Dexterity +13, Intelligence +10, Wisdom +11 Damage Resistances kinetic and energy damage from unenhanced weapons Condition Immunities charmed, frightened Skills Acrobatics +13, Technology +10, Insight +11, Investigation +10, Perception +18, Piloting +10, Stealth +12, Survival +18 Senses darkvision 60 ft, passive Perception 28 Languages Galactic Basic, Huttese, Mando'a Challenge 20 (25,000 XP) Aggressive. As a bonus action, the Mandalorian can move up to its speed toward a hostile creature that it can see. Close Quarters Shooter. When the Mandalorian attacks, it can choose to make ranged weapon attacks without its pro ciency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its pro ciency bonus. Enhanced Tech. The Mandalorian deals one extra die of damage with its weapons and equipment and saving throws with explosives have an additional +2 to the DC (included in the attack). Jetpack (10 minutes/day). Activating or deactivating the jetpack requires a bonus action and, while active, the Mandalorian has a ying speed of 40 feet. Keen Hearing and Sight. The Mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight. Moderately Armored. While wearing medium armor, the captain adds +1 to its AC (included). Ranger's Quarry. The Mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round it deals 4 (1d8) additional damage to its quarry. Additionally, the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to nd its quarry while it’s on the same planet.

Carbine Rifle. Ranged Weapon Attack: Rapid 3, range 80/320 ft., one target within range must succeed on a Dexterity saving throw (DC 21) or take 20 (3d8+7) energy damage. Jetpack Rocket (1/Day). Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 17 (3d6+7) kinetic damage, and each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save. Thermal detonator (4/Day). The Mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) re and 10 (3d6) kinetic damage on a failed save, or half as much as on a successful one. Wrist Flamer (3/Day) Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 15). A creature takes 14 (4d6) re damage on a failed save, or half as much on a successful one. Any ammable objects in the area that aren't being worn or carried are ignited. Wrist Missile (3/Day) Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 14 (2d6+7) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half on a successful save.

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

LEGENDARY ACTIONS The Mandalorian Bounty Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Mandalorian regains spent legendary actions at the start of his turn. Move. The Mandalorian can move up to his speed without provoking opportunity attacks. Carbine Rifle. The Mandalorian makes one carbine ri e attack. Wire Restraint. Ranged Weapon Attack: +12 to hit, range 30 ft., one target. Hit The target is grappled. On the target's turn, it can use an action to make a Strength saving throw (DC 15) to attempt to break the wire.

21

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

THE ORIGINS OF THE ONES The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars. The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the Perlemian. According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones; it was believed that the Force wielders were descendants of the Celestials. Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.

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

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

THE FATHER, AVATAR OF BALANCE

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

Medium force-entity, neutral

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

DEX

CON

INT

WIS

CHA

16 (+3)

19 (+4)

22 (+6)

24 (+7)

27 (+8)

23 (+6)

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

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

If the target fails the save, it su ers from one of the e ects below (Father's choice or at random).

TRAITS

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

Unarmored Defense. While in his humanoid form, the Father adds his Charisma modi er to his AC. Innate Forcecasting The father's forcecasting ability is Wisdom, (power save DC 23, +15 to hit with force attacks). It can innately cast the following force powers: At Will: sense force, force push/pull (cast as a 17th level forcecaster), force throw (cast as a 5th level force power) 5/Day Each: force suppression, telekinesis 3/Day Each: eruption, project, telekinetic burst 1/Day Each: earthquake, whirlwind Force Resistance The Father has advantage on saving throws against universal force powers, If the Son and Daughter are within 60ft of him, the Father also has advantage on saving throws against Dark/Light side powers respectively. Enhanced Casting The Father's force powers are considered enhanced. One with the Force The Father cannot be moved against his will. He has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Legendary Resistance (3/Day) If The Father fails a saving throw, he can choose to succeed instead.

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

LEGENDARY ACTIONS The Father can take 3 legendary actions choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Father gains all legendary actions at the start of his turn. Quick Casting. The father can cast one of his At Will force powers. Controling Will. The father uses his Will action, choosing from either his Beguiling Will or Commanding Will options. Force Step. The father teleports up to 60 feet into an unoccupied space he can see.

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

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THE SON, AVATAR OF POWER Medium (humanoid form) or Large (beast form) force-entity, chaotic dark

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

DEX

CON

INT

WIS

CHA

15 (+2)

17 (+3)

20 (+5)

19 (+4)

21 (+5)

25 (+7)

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

TRAITS Beast Form. The Son can transition between humanoid and beast forms using a legendary action. While in beast form, the Son uses his Charisma modi er for attack and damage rolls when making a claw attack, and adds his Wisdom modi er to his AC. Unarmored Defense. While in his humanoid form, the Son adds his Charisma modi er to his AC. Innate Forcecasting The Son's forcecasting Ability is Charisma, (power save DC 21, +13 to hit with force attacks). It can innately cast the following force powers: At Will: sense force, shock (cast as a 17th level forcecaster), coerce mind 3/Day Each: dominate mind, fear, force lightning (cast as a 3rd level force power), siphon life 1/Day Each: force lightning cone Dark Resistance The Son has advantage against the saving throws against Dark force powers Font of Power When the Son rolls damage on a power or melee weapon attack, he can use his reaction to reroll a number of the damage dice equal to his charisma modi er (7). He must use the new rolls. Enhanced Casting The Son's force powers are considered Enhanced. Legendary Resistance (3/Day) If The Son fails a saving throw, he can choose to succeed instead.

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Dark Lightning When the son successfully deals lightning damage to a creature, he can activate one of the following e ects as a bonus action (on his turn) or by using a reaction (on another creature's turn). The target must make a Constitution saving throw (DC 21) and su er one of the following e ects (the effect is of the Son's choice, and he chooses the effect before the target rolls their saving throw): 1. Powerful Burst: On a success, the target is pushed 10ft, and on a failure, the target is knocked prone as well. 2. Lingering Burst: On a success, the target is shocked until the start of the targeted creatures turn. On a failure, the target is shocked until the end of The Son's next turn. 3. Stunning Burst: On a failure, the target is stunned until the start of The Son's next turn, and The Son is considered concentrating on this e ect. On a success, the target su ers no e ect. 4. Weakening Burst: On a failure, the target is paralyzed until the start of their next turn, and the Son is considered concentrating on this e ect. On a success, the target su ers no e ect. 5. Debilitating Burst: On a failure, the target is Blinded and Deafened until the end of the Son's next turn. On a success, the target is considered poisoned until the end of the target's next turn. In either case, the Son is considered concentrating on this e ect.

ACTIONS Multiattack (humanoid form). The Son can make two attacks using the shock at-will power. Multiattack (beast form). The Son makes three claw attacks. Claw attack (beast form). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (6d6+7) kinetic damage.

LEGENDARY ACTIONS The Son can take 3 legendary actions choosing from the list below. Only one legendary action can be used at a time and only at the end of another creatures turn. The Son gains all legendary actions at the start of his turn. Quick Casting The Son can cast one of his at will force powers, or he can spend 2 legendary actions to cast any of his available force powers. Claw (beast form). The Son makes a claw attack. Force Step The Son moves up to his speed without provoking opportunty attacks. Metamorphosis. The Son transitions from a beast form to a humanoid form or vice versa.

THE DAUGHTER, AVATAR OF KNOWLEDGE Medium (humanoid form) or Large (beast form) force-entity, lawful light

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

DEX

CON

INT

WIS

CHA

13 (+1)

19 (+4)

20 (+5)

19 (+4)

25 (+7)

21 (+5)

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

TRAITS Beast Form. The Daughter can transition between humanoid and beast forms using a legendary action. While in beast form, the Daughter uses her Wisdom modi er for attack and damage rolls when making a claw attack, and adds her Charisma modi er to her AC. Unarmored Defense. While in her humanoid form, the Daughter adds her Wisdom modi er to her AC. Innate Forcecasting The Daughter's forcecasting Ability is Wisdom, (power save DC 21, +13 to hit with force attacks). She can innately cast the following force powers: At Will: sense force, sense emotion, calm emotions, heal (cast as a 3rd level power), sanctuary 3/Day Each: improved heal, stun, restoration (the power can affect any condition except incapacitated), wall of light (deals 4d10 damage on contact instead)

Mastery Auras As an action or a bonus action on her turn, or by using the Shifting Aura legendary action, the Daughter activates an Aura of her choice below, and can use a bonus action on subsequent turns to maintain the aura. She can maintain concentration on a single aura and a single force power at the same time, but must succeed on a Constitution saving throw (DC 10) with disadvantage, or lose concentration on the force power. 1. Aura of Purification Purifying energy radiates from the Daughter in a 30-foot radius. Until the e ect ends, any number of creatures within range chosen by the Daughter (including the Daughter) can’t become diseased, have resistance to all damage, and have immunity to all conditions. 2. Aura of Empowerment Invigorating energy radiates from the Daughter in a 30-foot radius. Until the e ect ends, any number of creatures within range chosen by the Daughter (including the Daughter) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced. 3. Aura of Resilience Hope and vitality radiates from the Daughter in a 30-foot radius. Until the e ect ends, any number of creatures within range chosen by the Daughter (including the Daughter) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.

ACTIONS Multiattack (humanoid form). The Daughter makes two Light Wreath attacks. Multiattack (beast form). The Daughter makes two claw attacks. Claw attack (beast form). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) kinetic damage. Light Wreath (humanoid form). Melee Force Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (4d6) energy damage.

LEGENDARY ACTIONS

1/Day Each: stasis, revitalize

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

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

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

Pool of Knowledge When the Daughter would cast a power with a casting time of one action, she can cast the power as a bonus action instead. Enhanced Casting The Daughter's force powers are considered enhanced. Legendary Resistance (3/Day) If The Daughter fails a saving throw, she can choose to succeed instead.

Shifting Aura (2 actions). The Daughter can activate one of her Mastery Auras or change which aura is active. Claw (beast form). The Daughter makes a claw attack. Force Step The Daughter moves up to her speed without provoking opportunty attacks. Metamorphosis. The Daughter transitions from a beast form to a humanoid form or vice versa.

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

COMMANDO

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

Medium humanoid (human), lawful good

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

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

18 (+4)

16 (+3)

18 (+4)

16(+3)

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

TRAITS Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see. Brave. The commando has advantage on saving throws against being frightened. Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.

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

ACTIONS Multiattack. The commando makes three weapon attacks. IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage. IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage. IWS Antiarmor Mode (6/day). The commando res a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is red at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

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

DEMOLITIONS COMMANDO

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

Medium humanoid (human), lawful good

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

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

18 (+4)

18 (+4)

16 (+3)

16 (+3)

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

TRAITS Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see. Brave. The commando has advantage on saving throws against being frightened. Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks. IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

Innate Techcasting. The commando's innate techcasting modi er is Intelligence (power save DC 16, +8 to hit with tech attacks). It can innately cast the following powers: At-will: combustive shot, jet of flame 3/day: explosion

ACTIONS Multiattack. The commando makes three weapon attacks. IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage. IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage. IWS Antiarmor Mode (6/day). The commando res a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 16 Dexterity saving throw. If the grenade is red at long range, this saving throw is made at advantage. A creature takes 18 (4d6+4) kinetic damage on a failed save, or half as much as on a successful one. Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

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

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SNIPER COMMANDO Medium humanoid (human), lawful good

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

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

18 (+4)

16 (+3)

18 (+4)

16(+3)

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

TRAITS Brave. The commando has advantage on saving throws against being frightened. Prone Combatant. When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it. Sharpshooting Master. The commando ignores half cover and three-quarters cover.

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Advanced Positioning. Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage. Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight. IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.

ACTIONS Multiattack. The commando makes three weapon attacks. IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 320 ft., one target. Hit: 10 (1d8+6) energy damage. IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 480 ft., one target. Hit: 12 (1d12+6) energy damage. IWS Antiarmor Mode (6/day). The commando res a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is red at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

SLICER COMMANDO Medium humanoid (human), lawful good

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

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

18 (+4)

20 (+5)

16 (+3)

16 (+3)

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

TRAITS Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see. Brave. The commando has advantage on saving throws against being frightened. Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks. Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight. IWS. The IWS has three modes. As a bonus action, the commando can switch between modes. Combat Casting. The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.

Techcasting. The commando is a 9th-level techcaster. Its techcasting modi er is Intelligence (power save DC 17, +9 to hit with tech attacks, 7 tech points). It knows the following tech powers: At-will: combustive shot, encrypted message, ion blast 1st-level: analyze, element of surprise, energy shield 2nd-level: hold droid

ACTIONS Multiattack. The commando makes three weapon attacks. IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8+6) energy damage. IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12+6) energy damage. IWS Antiarmor Mode (6/day). The commando res a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 13 Dexterity saving throw. If the grenade is red at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage.

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

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ALPHA-CLASS ARC TROOPER Medium humanoid (human), lawful light

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

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

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

STR

DEX

CON

INT

WIS

CHA

17 (+3)

24 (+7)

18 (+4)

18 (+4)

18 (+4)

14(+2)

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

TRAITS Brave. The ARC trooper has advantage on saving throws against being frightened. Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks. Cunning Action. On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action. Keen Hearing and Sight. The ARC trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

ACTIONS Multiattack. The ARC trooper makes three weapon attacks.

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

Alternative weapons

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

30

WESTAR-M5 Grenade Launcher. The ARC trooper loads and res a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is red at long range, the saving throw is made at advantage. Hidden Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) kinetic damage. Fragmentation Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Flash Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an a ected creature’s turn, they can repeat this save, ending the e ect on a success. Ion Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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

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

ARC TROOPER

ACTIONS

Medium humanoid (human), lawful light

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

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

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

STR

DEX

CON

INT

WIS

CHA

13 (+1)

20 (+5)

16 (+3)

17 (+3)

15 (+2)

14 (+2)

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

TRAITS Brave. The ARC trooper has advantage on saving throws against being frightened. Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the ARC trooper, and it can use its blaster weapons when making opportunity attacks. Cunning Action. On each of his turns, the ARC trooper can use a bonus action to take the Dash, Disengage, or Hide Action. Keen Hearing and Sight. The ARC trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight. Two Weapon Mastery. The ARC trooper adds it's ability modi er to two-weapon ghting damage. Additionally the ARC trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

Offhand Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6+5) energy damage. Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage. Fragmentation Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Flash Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an a ected creature’s turn, they can repeat this save, ending the e ect on a success. Ion Grenade (3/Day). The ARC trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 5 (2d4) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

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

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

CORPORATE INTERN Medium humanoid (any), any alignment

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

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

10 (+0)

14 (+2)

10 (+0)

11 (+0)

Skills Perception +4 Senses passive Perception 10 Languages Galactic Basic, one other Challenge 1/4 (50 XP) Techcasting. The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 4 tech points. The intern knows the following tech powers: At will: electroshock, jet of flame, poison spray, ward 1st level: oil slick, smoke cloud

ACTIONS Electrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition. Light pistol. Ranged Weapon Attack: +3 to hit, 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.

CORPORATE EMPLOYEE Medium humanoid (any), any alignment

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

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

13 (+1)

15 (+2)

12 (+1)

11 (+0)

Saving Throws Dex +4 Skills Lore +6, Perception +3, Technology +6 Senses passive Perception 13 Languages Galactic Basic, two others Challenge 2 (450 XP) Techcasting. The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 16 tech points. The employee knows the following tech powers: At will: acid splash, electroshock, poison spray, temporary boost 1st level: kolto pack, overload, stack the deck, tracer bolt 2nd level: electromesh, mirror image

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

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SOFTWARE DEVELOPER

CHEMIST

Medium humanoid (any), any lawful

Medium humanoid (any), any alignment

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

DEX

CON

INT

WIS

CHA

11 (+0)

14 (+2)

11 (+0)

19 (+4)

12 (+1)

9 (-1)

Saving Throws Dex +4, Int +7 Skills Lore +7, Technology +7 Senses passive Perception 11 Languages Galactic Basic, two others Challenge 6 (2,300 XP) Techcasting. The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 36 tech points. The developer knows the following tech powers: At will: assess the situation, electrical burst, electroshock, minor hologram, ward 1st level: alarm, decryption program, energy shield, hologram, overload, repair droid 2nd level: detect invisibility, hold droid, mirror image, translocate 3rd level: diminish tech, greater hologram, scramble interface, tech override 4th level: ballistic shield, synchronicity 5th level: override interface

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

DEX

CON

INT

WIS

CHA

11 (+0)

14 (+2)

12 (+1)

19 (+4)

12 (+1)

9 (-1)

Saving Throws Dex +4, Int +7 Skills Lore +7, Perception +4, Technology +7 Senses Passive Perception 14 Languages Galactic Basic, two others Challenge 11 (7,200 XP) Techcasting. The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks) and it has 44 tech points. The chemist knows the following tech powers: At will: acid splash, cryogenic burst, jet of flame, poison spray 1st level: absorb energy, condense/vaporize, cryogenic blast, poison dart, smoke cloud, oil slick 2nd level: acid dart, cryogenic volley, paralyze humanoid, pyrotechnics, toxin purge 3rd level: cryogenic suspension, debilitating gas, explosion, protection from energy 4th level: corrosive sphere, cryogenic storm 5th level: toxic cloud

ACTIONS

ACTIONS

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

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

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SENIOR SCIENTIST

CORPORATE MANAGER

Medium humanoid (any), any alignment

Medium humanoid (any), lawful dark

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

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

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

12 (+1)

20 (+5)

15 (+2)

16 (+3)

Saving Throws Con +5, Dex +6, Int +9 Damage Resistances Damage from tech powers Skills Deception +11, Technology +9 Senses passive Perception 12 Languages Galactic Basic, one other Challenge 12 (8,400 XP) Tech Resistance. The manager has advantage on saving throws against tech powers. Techcasting. The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points. The manager knows the following tech powers:(6th level and above powers are usable 1/day)

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STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

12 (+1)

20 (+5)

15 (+2)

16 (+3)

Saving Throws Con +5, Dex +6, Int +9 Damage Resistances acid, cold, re, ion, lightning, and sonic damage Skills Deception +11, Technology +9 Senses passive Perception 12 Languages Galactic Basic, one other Challenge 13 (10,000 XP) Techcasting. The senior scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 72 tech points. The scientist knows the following tech powers:(6th level and above powers are usable 1/day)

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

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

ACTIONS

ACTIONS

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

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

CORPORATE CHIEF OFFICER Medium humanoid (any), any dark

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

DEX

CON

INT

WIS

CHA

20 (+5)

11 (+0)

20 (+5)

19 (+4)

12 (+1)

18 (+4)

Saving Throws Con +11, Dex +6, Int +10, Wis +7 Damage Resistances Lightning Condition Immunities Frightened, exhaustion Skills Athletics +11, Deception +9, Insight +7 Senses passive Perception 11 Languages Galactic Basic, one other Challenge 17 (18,000 XP) Electric Field. When a creature hits the chief o cer with an attack, it takes 4 lightning damage as long as the chief o cer is not incapacitated. Tech Resistance. The chief o cer has advantage on saving throws against tech powers. Techcasting. The chief o cer is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points. The chief o cer knows the following tech powers:(6th level and above powers are usable 1/day) At will: electrical burst, electroshock, ion blast, jet of flame, poison spray, ward 1st level: absorb energy, energy shield, tracer bolt 2nd level: mirror image, pyrotechnics, translocate 3rd level: diminish tech, explosion, tech override 4th level: corrosive sphere, kolto reserve, salvo 5th level: cryogenic spray, friendly fire, greater translocate 6th level: programmed illusion, security protocols 7th level: cage 8th level: scrambling field 9th level: invulnerability

ACTIONS Multiattack. The chief o cer makes three Electrobaton attacks. Conquering Presence (1/Day). Each creature within 30 feet of the chief o cer must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief o cer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the e ect on a success. Electrobaton. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage, and the target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.

35

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

PHASE ZERO DARK TROOPER The Dark Trooper Phase Zero project was implemented in the early years of the Empire to deal with a shortage of experienced troops. To return veterans of the Clone Wars to peak condition, their limbs and organs were removed and replaced with cybernetics using much of the same technology used to transform Darth Vader into a cyborg. In some cases, over 70% of a clone's body was replaced. With their years of combat experience and cybernetic enhancements, the units that did make it onto the eld were undeniably e ective. However, as the subjects were forcibly recruited into the project, many Phase Zero Dark Troopers could not cope with the state of being more machine than man and attempted suicide. The project was eventually shut down as the Empire grew in power and the recruitment rate of non-clones rose. A number of Dark Troopers served on battlefronts shortly before the Battle of Yavin. They were out tted with Blast Cannons, SE-14r light repeating blasters, thermal detonators, ARC Casters, and Commando Pistols. They also had a jump pack.

PHASE I DARK TROOPER The Phase I dark trooper was the earliest dark trooper and was little more than a lightsaber-resistant phrik skeletal frame equipped with a vibrosword attached to its right arm, and a blast shield on its left. It served primarily as an installation sentry. The Phase I dark trooper had visible power cords and couplings, which were prime weak points. The prototype of this "super trooper" had a small jump pack for short bursts of speed to increase the velocity of its vibro blades.

PHASE II DARK TROOPER The Phase II dark trooper was the second and main stage of the Dark Trooper Project. Each droid was equipped with the external elements such as the suit, a jump pack, and an assault cannon capable of ring 400 plasma shells and 20 missiles before reloading. The Phase II dark trooper was intended to be used either as an arti cially intelligent droid or exoskeleton—either way, it was extremely e ective in battle.

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

36

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

DARK TROOPER, PHASE ZERO Medium Humanoid, Unaligned

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

DEX

CON

INT

WIS

CHA

15 (+2)

16 (+3)

16 (+3)

14 (+2)

12 (+1)

11 (+0)

Skills Acrobatics +5 Damage Vulnerabilities Ion Damage Resistances Poison, Necrotic Senses 60ft Darkvision, Passive Perception 14 Languages Galactic Basic, One Other Challenge 3 (700 XP) Circuitry: The Phase Zero Dark Trooper has disadvantage on saving throws against e ects that would deal Ion or lightning damage. Jump Pack (Recharge 5-6): As a bonus action, the Phase Zero Dark Trooper can move double its movement speed, ignoring di cult terrain.

ACTIONS Multiattack. The Phase Zero Dark Trooper makes two weapon attacks with its Vibro Baton, Shotgun or Blaster Carbine. Vibro Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d4+3) kinetic damage. Shotgun. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 11 (2d4+3) kinetic damage. Blaster Carbine Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 7 (1d6+3) 1d6 energy damage. Blaster Volley (Recharge 5-6). The Phase Zero Dark Trooper sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save. Frag Grenade (1/day). The Dark Trooper throws a grenade choosing a point within 40 ft. Each creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save or half as much on a successful one.

DARK TROOPER, PHASE I Medium Droid, Unaligned

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

DEX

CON

INT

WIS

CHA

17 (+3)

16 (+3)

14 (+2)

14 (+2)

11 (+0)

8 (-1)

Skills Athletics +5, Perception +4 Damage Resistances Necrotic, Poison, Psychic Damage Immunities Poison, Disease Senses Darkvision 60ft, Passive Perception 14 Languages Binary Challenge 4 (1,100 XP) Circuitry When the droid drops below half its hit points (52), the droid has disadvantage on saving throws against e ects that would deal ion or lightning damage. Phrik Skeleton While the Droid has half or more of it's maximum hit points (52), the Phase One Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

ACTIONS Multiattack. The Phase One Dark Trooper can make three melee attacks with its wrist blade or shield. Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 15 Strength saving throw or be knocked prone.

37

DARK TROOPER, PHASE II Medium Droid, unaligned

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

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

15 (+2)

13 (+1)

11 (0)

10 (0)

Saving Throws Str +7, Con +5 Skills Athletics +5, Perception +5 Damage Resistances Necrotic, Poison, Psychis Damage Immunities Condition Immunities Poison, disease Senses 120ft Darkvision, Passive Perception 15 Languages Galactic Basic, Binary Challenge 6 (2,300 XP) Circuitry When the droid drops below half its hit points (65), the droid has disadvantage on saving throws against e ects that would deal ion or lightning damage. Phrik Skeleton While the Droid has half or more of it's maximum hit points (65), the Phase II Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.

ACTIONS Multiattack. The Phase II Dark Trooper makes an underslung missile launcher attack and then can make three assault cannon attacks or an assault cannon barrage. Assault Cannon. Ranged Weapon Attack. +6 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage. Assault Cannon Barrage (Recharge 5-6). The Phase Two Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save. Underslung Missile Launcher Ranged Weapon Attack. +6 to hit, range 240 ft., one target. Hit: 6 (1d6+3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save.

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

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DARK TROOPER, PHASE III

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

Large droid, unaligned

ACTIONS

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

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

STR

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

16 (+3)

13 (+1)

12 (+1)

10 (0)

Saving Throws Str +8, Con +7, Wis +5 Skills Athletics +8, Intimidation +4, Perception +5 Damage Resistances Necrotic, Poison, Psychic Condition Immunities Poison, Disease Senses 120ft Darkvision, Passive Perception 15 Languages Galactic Basic, Binary Challenge 12 (8,400 XP) Circuitry When the droid drops below half its hit points (85), the droid has disadvantage on saving throws against e ects that would deal ion or lightning damage. Phrik Skeleton While the Droid has half or more of it's maximum hit points (85), the Phase III Dark Trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage. Exoskeleton Capable The Phase III Dark Trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the Dark Trooper is being used as armor, the individual’s Str and Con mods are replaced by those of the suit. It also replaces condition immunities and damage resistances/immunities with the ones of the individual using it.

Assault Cannon Ranged Weapon Attack. +7 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage. Assault Cannon Barrage (Recharge 5-6). The Phase III Dark Trooper sprays a 20-foot-cube area within range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save. Strike Melee Weapon Attack. +8 to hit, reach 5 ft., one target, Hit: 8 (1d8+4) damage. Shoulder Missile Launcher. Ranged Weapon Attack. +7 to hit, range 240 ft., one target. Hit: 7 (1d8+3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 9 (2d8) kinetic damage on a failed save. Shoulder Missile Barrage (Recharge 5-6). The Dark Trooper unleashes a salvo of micro missiles at a point within 240ft. Every creature within thirty feet of the point chosen must make a Dexterity saving throw (DC 15), taking 35 (10d6) Kinetic Damage on a failed save or half as much on a successful one. Frag Grenade (5/day). The Dark Trooper throws a grenade choosing a point within 40 feet, each creature within 10 feet must make a DC 12 Dexterity saving throw, taking 14 (4d6) on a failed save or half as much on a successful one.

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DROID TANKS NR-N99 PERSUADER-CLASS DROID ENFORCER The NR-N99 Persuader-class droid enforcer of the Confederacy of Independent Systems is a droid tank manufactured by the Techno Union and mainly utilized by Corporate Alliance. The impressive armament of the tank includes ion cannons and heavy repeating blasters, although this weapons package could be swapped out with alternative packages that included shock ri es or concussion missile launchers. The tank moves by way of its huge central tread, and it is augmented on either of its sides by forward-mounted outrigger wheels on a pontoon tread, which gives additional stability. Infantry soldiers are also able to ride on top of these tanks. The NR-N99 Persuader-class tank droid is able to move up to 60 km/hr, but this droid tank lacks the agility of walking droid tanks. It is also able to plow through battle elds and ram barricades. The droid is able to function through a variety of terrain, and the droid is also able to move on top of water. The NR-N99 Persuader-class droid enforcer is well-armored, possesses heat exchange panels and communications antennae, and the unit has armor-shielded photoreceptors. It was designed to be be able to function with its computer brain, but the vehicle could also be controlled by a pilot droid.

NR-N99 PERSUADER-CLASS DROID ENFORCER

ACTIONS

Huge droid, unaligned

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

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

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

STR

DEX

CON

INT

WIS

CHA

20 (+5)

12 (+1)

20 (+5)

10 (+0)

10 (+0)

1 (-5)

Saving Throws Str +10, Con +10 Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 120ft., passive Perception 10 Languages Binary, Galactic Basic Challenge 8 (3,900 XP) Circuitry. The droid tank has disadvantage on saving throws against e ects that would deal ion or lightning damage. Heavy Durasteel Armor. The outer layer of the droid is covered in heavy armor, making it di cult for smaller arms to damage it. Unless the damage from a single attack or e ect exceeds 10 points, the droid takes no damage from that attack. If the droid takes an amount of damage from a single attack or e ect equal to or greater than its damage threshold, it takes damage as normal.

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Heavy Repeating Blasters. Ranged Weapon Attack: +6 to hit, range 120/240 ft., one target. Hit: 27 (4d10+5) energy damage. Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path.If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid tank and is no longer restrained. Ram. The droid moves up to its speed in a straight line towards a structure or construct target. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12+5) kinetic damage. On a successful save, the droid and the structure or construct both take half damage.

EMPEROR'S HAND An Emperor's Hand, or Hand of the Emperor, is a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that are impossible, secret, or both. Use. During his reign, Palpatine uses the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ine ective, too public, or inappropriate. Common targets include rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns. The Hands are considered the best assassins of their day. Selection. Often targeted at infancy, potential Emperor's Hands are tracked with keen interest by Palpatine until they reach maturity and impress him. Some begin as thieves, some as warriors, some as assassins, some as entertainers, but each manages to demonstrate their resourcefulness, skills and loyalty without incurring his wrath. Training. After selection, an Emperor's Hand goes through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operates independently and is often under the false impression that he or she is the only Emperor's Hand. During training, Palpatine cultivates the Hand's latent Force abilities, but avoids providing Jedi or Sith training. Thus, Hands who do not have any Force training prior to their training are not expressly dark side users. The most important of their abilities is a direct telepathic connection to Palpatine that allows them to communicate across the galaxy. "Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday." ―Mara Jade

Operations. Once given the title of Emperor's Hand, the agent is granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands can take command of military units, starships or weapons as necessary. To preserve their e ectiveness, only the highest echelons of the Imperial command structure are aware of the Hands' existence. The methodology varies by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operates as a ghost; striking and vanishing, which elevates them to near mythic levels amongst those who dare cross the Emperor. Psychology. Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands perform their missions out of sheer loyalty to Palpatine. They view their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets are political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands are under the impression that they alone hold their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands would be deeply a ected by his death.

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

Villains

41

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

DEX

CON

INT

WIS

CHA

13 (+1)

20 (+5)

18 (+4)

14 (+2)

18 (+4)

18 (+4)

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

truth serum 3rd Level: invisibility to cameras, tech override Force Casting. The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers. At Will: affect mind, force disarm, mind trick 1st Level: breath control, force body, force jump, sense emotion, slow descent 2nd Level: coerce mind, dark shear, force confusion 3rd Level: knight speed, force repulse

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

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

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

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

REACTIONS

Legendary Resistance (3/day). If the Emperor's Hand fails a saving throw, it can choose to succeed instead. Sneak Attack (1/turn). The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll. Tech Casting. The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers.

Heavy Pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 9 (1d8+5) energy damage. Uncanny Dodge. The Emperor's Hand halves the damage that "Who shewere takes myfrom targets? an attack You name that'em. hitsAmbitious her. Theplanetary Emperor's abledisloyal to see officers. the attacker. governers,Hand greedymust crimebelords, Did I believe they were threatsACTIONS to the general public? Most of them. Did I LEGENDARY ever feel sorry for them? Emotions were never part of the job. Emperor's Hand can take 3 legendary actions, choosing Jade Skywalker, inone a recording to action Tionne from―Mara the options below. Only legendary Solusar option can be used at a time and only at the end of another creature's turn. Emperor's Hand regains spent legendary actions at the start of its turn.

Move. Emperor's Hand can move up to its speed without provoking opportunity attacks. Casting. Emperor's Hand can cast an at-will power. Lightfoil Emperor's Hand makes one Lightfoil attack.

42

Villains

EWOKS Ewoks are sentient, diminutive, furry bipeds native to the forest moon of Endor. Biology & Appearance. Ewoks are sentient humanoid mammals, averaging about one meter in height. They are covered in fur from head to toe, with brown and black the most common colors. Other Ewoks have near-white or reddish fur, but red fur is supposedly the rarest shade. Most Ewoks have solidcolored fur, though a few sport stripes. Ewoks have large, bright eyes, small humanoid noses, and hands that possess two ngers and an opposable thumb. Despite their small size, Ewoks are physically strong enough to overpower combat-trained Humans. The Human Mace Towani likened their appearance to "little bears," though they are sometimes referred to as "mini Wookiees." Ewok Meat. Ewok meat is sometimes used as a food. The diner Power Sliders in Abafar o ered Ewok Jerky to its customers during the Clone Wars. History. Despite their primitive technology and their isolated homeworld, Ewoks were not totally unknown in the wider galaxy, even before the arrival of the Galactic Empire on Endor. As early as 3640 BBY, an Ewok mercenary named Treek became involved in the events of the Galactic War. The Ewoks of Bright Tree Village, led by Chief Chirpa and the medicine man Logray, had extensive contact with o worlders. These Ewoks helped the shipwrecked Humans Mace and Cindel Towani rescue their parents from a Gorax. Later, a group of Sanyassan Marauders who had crashed on the Forest Moon several decades earlier attacked the Ewoks, killing all of the Towani family except for Cindel, and taking several Ewoks prisoner. A young Ewok named Wicket Wystri Warrick helped Cindel and another shipwrecked Human (Noa Briqualon) defeat the Sanyassans, rescue the prisoners, and nd the parts needed to repair Briqualon's ship. Finally, they helped stop an Imperial scientist named Dr. Raygar, who attempted to steal the sacred Sunstar and use it to take control of the Empire. The Ewoks also had contact with the many other sentient species on the Forest Moon, such as the Yuzzums, Gupins, Lizard Warriors, and Teeks. Their cousins, the swamp-dwelling Duloks, were rivals of the Ewoks, and often made trouble for them. Tribal Sturcture. The tribal structure of the Ewoks has a Council of Elders ruling over each village, headed by a chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured. The warriors of the di erent tribes wear ragged garments on the head to signify their tribe. The warriors also wear wooden chest shields, the jawbones of tiny animals, and sharp teeth. Some decorate themselves with ornaments such as feathers, necklaces, and pendants, making their body look like a clutter of trinkets. Prominent members of Ewok tribes carry totems to symbolize their rank. The lead warrior wears a headdress made of feathers called the "white wings of hope." The eldest son of the tribal leader's family wears a headdress called the "red wings of courage." The second son wears the "blue wings of strength.

Marriage. Unmarried male Ewoks spend much of their time living alone in the forest building their own small huts near enough to the tree city to assist the Ewoks in work. Unmarried females leave gifts of food, clothing, or weaponry on the doorsteps of unmarried males as a sign of their attraction and to tell how much the village misses them and wishes they would come back as part of a family and as the female's mate. If the male Ewok decides to take a mate, he has to build a family hut in the tree city where he and his mate could live. The construction of a new hut signaled that the male has decided to take a mate, at which point all of the unmarried females try to woo him. Until his home is nished, the male does not decide whom he is taking. The chosen female has the right to refuse the male or the hut he has built. Weapons & Tactics. The Ewoks use a variety of weapons that include knives, stone spears, slingshots, and bows and arrows. Their arrows are tipped with a potent neurotoxin, ensuring that anyone who is shot by them will die in an extremely gruesome manner; even seemingly minor wounds resulting in the victim clawing o any headgear and gasping for air, the neurotoxin paralyzing every muscle in the victim's body, including their lungs. They also utilize a pit trap that they often lure their enemies into by running away and thus triggering the traps to have their enemies impaled by stakes xed to the ground. Ewoks are also known to utilize weapons--such as blasters--taken from sentients they fell.

43

EWOK WARRIOR

EWOK VILLAGER Small humanoid (ewok), chaotic balanced

Small humanoid (ewok), chaotic balanced

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

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

STR 8 (-1)

DEX 12 (+1)

CON 10 (+0)

INT 10 (+0)

WIS 10 (+0)

CHA

STR

DEX

CON

INT

WIS

CHA

10 (+0)

8 (-1)

14 (+2)

10 (+0)

11 (+0)

12 (+1)

10 (+0)

Senses passive perception 10 Languages Ewokese, Galactic Basic (understands but cannot speak) Challenge 0 (10 XP) Keen Smell. The ewok villager has advantage on Wisdom (Perception) checks that rely on smell. Mask of the Wild. The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Treeclimber. The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

ACTIONS Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage. Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Skills Nature +2, Stealth +4, Survival +3 Senses passive Perception 11 Languages Ewokese, Galactic Basic (understands, but cannot speak) Challenge 1/2 (100 XP) Keen Smell. The ewok warrior has advantage on Wisdom (Perception) checks that rely on smell. Mask of the Wild. The ewok warrior can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Treeclimber. The ewok warrior has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing. Pack Tactics. The ewok warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) kinetic damage and 3 (1d6) poison damage. Wooden Spear. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damge and 3 (1d6) poison damage.

44

EWOK HUNTER Small humanoid (ewok), chaotic balanced

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

DEX

CON

INT

WIS

CHA

10 (+0)

16 (+3)

12 (+1)

10 (+0)

14 (+2)

10 (+0)

Skills Nature +2, Perception +4, Stealth +5, Survival +4 Senses passive perception 14 Languages Ewokese, Galactic Basic (understands but cannot speak) Challenge 2 (450 XP) Keen Hearing and Smell. The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell. Mask of the Wild. The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Pack Tactics. The ewok hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated. Surprise Attack. The ewok hunter has advantage on attacks againts creatures that it has surprised. Treeclimber. The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

ACTIONS Multiattack. The Ewok Hunter makes two attacks. Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damge and 3 (1d6) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) kinetic damage and 3 (1d6) poison damage.

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

45

EWOK WARCHIEF Small humanoid (ewok), chaotic balanced

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

EWOK ASSAULT GUNNER Small humanoid (ewok), chaotic balanced

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

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

12 (+1)

14 (+2)

10 (+0)

Skills Nature +3, Perception +4, Stealth +5, Survival +4, technology +3 Senses passive perception 14 Languages Ewokese, Galactic Basic (understands but cannot speak) Challenge 2 (450 XP) Keen Smell. The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell. Mask of the Wild. The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Pack Tactics. The ewok assault gunner has advantage on an attack roll against a creature if at least one of the gunner's allies is within 5 feet of the creature and the ally isn't incapacitated. Treeclimber. The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

ACTIONS Multiattack. The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks. Ability Description. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damge and 3 (1d6) poison damage. Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage. Burst. The ewok sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

46

STR

DEX

CON

INT

WIS

CHA

16 (+3)

18 (+4)

14 (+2)

12 (+1)

14 (+2)

14 (+2)

Saving Throws Str +6 Skills Athletics +6, Nature +4, Perception +5, Stealth +7, Survival +5 Senses passive perception 15 Languages Ewokese, Galactic Basic (understands but cannot speak) Challenge 5 (1,800 XP) Brute. The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (included). Keen Smell. The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell. Mask of the Wild. The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Pack Tactics. The Ewok Warchief has advantage on an attack roll against a creature if at least one of the warchief's allies is within 5 feet of the creature and the ally isn't incapacitated. Second Wind (1/short or long rest). As a bonus action, the Ewok Warchief regains 10 hit points. Treeclimber. The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing. Warcry. As a bonus action, the Ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modi er to their attack rolls.

ACTIONS Multiattack. The Ewok Warchief makes two attacks. War Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damge and 7 (2d6) poison damage. Action Surge (1/short or long rest). The Ewok Warchief makes 4 attacks.

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

XK-V8 EXCAVATION DROID After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XKV8 Excavation Droid, produced in partnership with TaggeCo speci cally for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities. This spider-like droid resembles a massive arachnid with three-pronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.

XK-V8 EXCAVATION DROID Medium Droid, unaligned

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

DEX

CON

INT

WIS

CHA

14 (+2)

12 (+1)

16 (+3)

10 (0)

10 (0)

7 (-2)

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

TRAITS Circuitry. The droid has disadvantage on saving throws against e ects that would deal ion or lightning damage. Leaping Strike (1/Rest). The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn. Powerful Build. The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

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

47

GALACTIC ARMY

TROOPER, FIELD MEDIC Medium Humanoid

TROOPER, SAPPER Medium Humanoid

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

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

DEX

CON

INT

WIS

CHA

13 (+1)

12 (+)

12 (+1)

16 (+3)

12 (+1)

8 (-1)

Senses darkvision 60 ft., passive Perception 10 Language Galactic Basic, one other Challenge 1/2 (100 XP) Tech-Casting. The Sapper is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Sapper has 7 tech points and knows the following powers: At will: ion blast, ionic stike, on/off 1st level: oil slick, overload, energy shield

ACTIONS Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 1) energy damage. Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.

48

STR

DEX

CON

INT

WIS

CHA

13 (+1)

12 (+1)

12 (+1)

16 (+3)

12 (+1)

8 (-1)

Senses darkvision 60 ft., passive Perception 10 Languages Galactic Basic, one other Challenge 1/4 (50 XP) Tech-Casting. The Field Medic is a 1st-level tech-caster. Its tech-casting ability is Inteligence (save DC 13, +5 to hit with power attacks). The Field Medic has 7 tech points and knows the following powers: At will: temporary boost, electroshock, assess the situation 1st level: expeditious retreat, kolto pack, flash

ACTIONS Hold-out Blaster. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) energy damage. Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 kinetic damage.

AT-PT The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker used by the Galactic Republic and, later, the Galactic Empire. It is manufactured by Rothana Heavy Engineering, a subsidiary of Kuat Drive Yards. They were precursors to the AT-ST and AT-AT. AT-PTs are made to take single troopers into intense combat situations on their own, with the repower of a squad. They stand only three meters tall, and are driven by AT-PT pilots. The walkers are capable of reaching speeds up to 60 kilometers per hour and can climb a 45degree angle, with hydraulic adjusters keeping the unit balanced. The vehicles carry a long-range comm antenna for patrols. The main drive unit provides power and hydraulic pressure for the two legs, and features cooling vents. The co*ckpit entry hatch is on the side, while the emergency are launcher is just above the viewport. The AT-PT is — compared to its intended threat, enemy soldiers — heavily armored, enough so that small-arms re cannot penetrate the craft's armor. The walker is armed with twin blaster cannons and one concussion grenade launcher, which are only e ective against infantry. The walker's superior agility made up for its light armor (in comparison to most other cavalry units). The units often travel in packs for increased repower. The AT-PT was a limited production model, the majority of which were stationed aboard the Dreadnaught-class cruisers of the legendary Katana eet, and many were lost when the eet itself vanished. During the Galactic Civil War, the Galactic Empire utilized a number of the walkers. They were often used as sentries and patrol vehicles near Imperial installations.

AT-PT

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

Huge construct, unaligned

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

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

16 (+3)

10 (0)

14 (+2)

7 (-2)

Saving Throws Str +7, Dex +6, Con +6 Damage Immunities poison, necrotic Damage Resistance psychic Damage Vulnerabilites Ion Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petri ed Challenge 7 (2,900 XP) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage.

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

ACTIONS Multiattack. The construct makes three attacks with its repeating blaster cannon. Repeating Blaster Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (2d8+3) damage. Mortar Launcher (Recharge 5-6). The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a Dexterity saving throw (DC 15). A target takes 21 (6d6) damage on a failed save, or half as much on a succesful one.

49

AT-DP The All Terrain Defense Pod (AT-DP) was a bipedal Imperial walker manufactured by Kuat Drive Yards prior to and during the Galactic Civil War. They were driven by Imperial combat drivers. The AT-DP walker, a successor to the AT-RT, serves as the mainstay of backwater garrisons and support for larger war machines, including the AT-AT. Unlike the AT-ST, a shorter bipedal walker boasting a host of armaments, the AT-DP is armed only with a single Maad-38 heavy laser cannon. The weapon is powerful enough to destroy another walker of the same type. The co*ckpit has seating for a driver and a gunner, with the gunner situated behind the driver, although both crewmen can move the walker, re the cannon, and have access to the gyroscopic controls used to keep the walker stable. Each of these walkers has a hatch at the top to access the co*ckpit; a main viewport at the front, with bulbs on the side and slits to improve visibility; and holographic projectors. Each walker possesses armor strong enough to protect from blaster re. Missile launchers and explosives are e ective against the walkers, however. Although the walkers are sturdy, their heads are prone to exploding under sustained duress. AT-DPs were used throughout the Empire to keep the populations of occupied worlds in line and to combat insurgent forces. Many of these walkers were used in Imperial Academies for both defensive purposes and training cadets. Two walkers can be attached to the underside of a Gozanti-class cruiser for landing in almost any suitable environment.

ALL TERRAIN DEFENSE POD

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

Huge Construct, unaligned

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

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

18 (+4)

10 (0)

14 (+2)

7 (-2)

Saving Throws Str +8, Con +8 Damage Immunities poison, necrotic Damage Resistance psychic Damage Vulnerabilites Ion Condition Immunities frightened, poisoned, blinded, charmed, prone, stunned, restrained, petri ed Challenge 9 (5,000 XP) Towering. Creatures of Medium size or smaller can stand in the AT-DPs space. Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage.

50

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

ACTIONS Medium Repeating Blaster. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 25 (4d10+3) energy damage. Stomp. All creatures standing within the AT-DP's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one. Frightful Presence. Each creature of the AT-DP's choice that is within 80 feet of the AT-DP and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a creature's saving throw is successful or the e ect ends for it, the creature is immune to the AT-DP's Frightful Presence for the next 24 hours.

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

IMPERIAL SENATE GUARD

IMPERIAL SENATE SENTINEL

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

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

IMPERIAL GUARD SENTINEL Medium humanoid (human), lawful dark side

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

IMPERIAL SENATE GUARD Medium humanoid (human), lawful dark side

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

DEX

CON

INT

WIS

CHA

15 (+2)

13 (+1)

14 (+2)

13 (+1)

13 (+1)

10 (0)

Damage Resistances Energy from melee weapons Skills Perception +3, Insight +3 Senses passive Perception 13 Languages Galactic Basic Challenge 3 (700 XP) Choreography of Belligerence. The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

17 (+3)

10 (0)

17 (+3)

10 (0)

16 (+3)

9 (+0)

Damage Resistances Energy from melee weapons Skills Perception +6, Insight +6 Senses passive Perception 15 Languages Galactic Basic Challenge 6 (2,300 XP) Choreography of Belligerence. The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

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

Multiattack. The Imperial Senate Guard makes two attacks. Cortosis Staff. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) kinetic damage.

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

Villains

51

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

IMPERIAL ROYAL GUARD Medium humanoid (human), lawful dark side

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

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2)

16 (+3)

10 (0)

17 (+3)

9 (-1)

Saving Throws Dex +6, Con +7, Wis, +7 Skills Athletics +8, Perception +7, Insight +7 Senses passive Perception 17 Languages Glactic Basic Challenge 9 (5,000 XP) Choreography of Belligerence. The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS Multiattack. The Imperial Royal Guard makes two attacks. Vibroblade. Melee Weapon Attack: +8 to hit, hit, reach 5ft., one target. Hit: 8 (1d8+4) kinetic damage. Force Pike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 9 (1d10+4) kinetic damage plus 12 (4d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned.

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

52

Villains

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

IMPERIAL SHADOW GUARD Medium humanoid (human), lawful dark side

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

DEX

CON

INT

WIS

CHA

19 (+4)

18 (+4)

12 (+1)

10 (0)

19 (+4)

11 (0)

Saving Throws Dex +8, Con +5, Wis +8 Skills Athletics +9, Perception +8, Insight +8 Senses passive Perception 18 Languages Glactic Basic Challenge 10 (5,900 XP) Devotion. The Imperial Shadow Guard has advantage on saving throws against being charmed or frightened. Forcecasting. The Imperial Shadow Guard's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers: At will: force pull/push 3/day each: affliction, hex, saber reflect, wound, sap vitality 1/day each: master speed, force lighting, choke

ACTIONS Multiattack. The Imperial Shadow Guard makes two attacks. Blaster Pistol. Ranged Weapon Attack: +8 to hit, range 40/160, one target. Hit: 7 (1d6+4) energy damage. Lightsaber Pike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 10 (1d10+5) energy damage.

Villains

53

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

IMPERIAL ROYAL GUARD CHAMPION

At will: enfeeble 2/day each: battle meditation, fear, battle precognition

Medium humanoid (human), lawful dark side

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

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

DEX

CON

INT

WIS

CHA

19 (+4)

12 (+1)

13 (+1)

11 (0)

16 (+3)

19 (+4)

Saving Throws Con +5, Int +4, Wis +7 Condition Immunities Frightened Skills Intimidation +8, Perception +7 Senses passive Perception 117 Languages Galactic Basic Challenge 11 (7,200 XP) Forcecasting. The Royal Guard Champion's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

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Villains

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

ACTIONS Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160, one target. Hit: 4 (1d6+1) energy damage. Doublesword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8+4) kinetic energy.

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

GALACTIC SENATOR

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

Medium humanoid (human), lawful light

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

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

DEX

CON

INT

WIS

CHA

12 (+1)

18 (+4)

10 (+0)

24 (+7)

16 (+3)

18 (+4)

Saving Throws Dex +8, Int +11, Cha + 8 Skills Deception +12, Insight +11, Investigation +11, Lore +11, Persuasion +12, Condition Immunities charmed, frightened Senses passive Perception +13 Languages Galactic Basic, Ithorese, Mon Calmarian Challenge 10 (5,900 XP) Critical Analysis. The Galactic Senator can use her Intelligence modi er instead of Dexterity for attack and damage rolls against one creature per turn. Inspiring Leader (3/day). As a bonus action, the Senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes. Incite (3/day). The Galactic Senator can use an action to bolster the resolve of one of an ally. Choose an ally who can see or hear her within 30 feet of the Senator. The ally can add +7 to every damage roll they make until the start of the Senator's next turn. Reassemble (3/day). The Galactic Senator may use a bonus action to call her allies towards her. The Galactic Senator chooses up to 7 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed. This movement does not provoke opportunity attacks.

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

ACTIONS Multiattack. When the Galactic Senator makes three weapon attacks. Heavy Pistol Ranged Weapon Attack. +8 to hit, range 40/160, one target. Hit 16 (3d8+4) energy damage. Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (2d4+4) Force of Personality. The Galactic Senator suggests a reasonable-sounding and simple course of action to in uence a creature she can see within range that can hear and understand her. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after the sooner of 24 hours or upon completion. If the Senator or any of her companions damage the target, the e ect ends.

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

55

GEONOSIANS Geonosians, often called Geos or bugs in clone trooper slang, were an insectoid species native to the planet Geonosis. Geonosians resided in catacomb-like hive colonies beneath the organic-looking spires. Geonosians have a hard chitin exoskeleton that provides protection from physical impacts and bouts of radiation that occasionally showers their world, elongated faces and multi-jointed limbs. Geonosians are strong despite their thin builds, and are capable of constructing massive hives and factories in concert. They are classed as a semi- or quasi-insectoid sentient species. The head of a Geonosian was elongated and large with their skulls ridged on the top and by the side where they had bulbous, thick-lidded eyes. Normally, their skin was reddish, and they had a slender frame. They were bipedal and walked on two legs. Their toe structure allows them to cling to rock crags. However, most also possess leathery rapid- uttering wings that emerge from their bony shoulder blades. In some specimens, the wings are not used after their youth, and service drones have vestigial wings. Geonosians stand 1.6 to 1.8 meters in height. The majority of Geonosians are content to remain within their caste until they die. Workers are conditioned to loathe even the concept of separation from their hive and the system of control. A low-ranking worker's normal life is one of endless toil and labor to satisfy the aristocracy, who are known to make spectacular demands. The warrior caste tends to be highly competitive, and one of their only hopes of escape from their rigid duty is entering voluntarily into gladiatorial combat. Should they survive, they are granted life, but exiled. Ultimately, their society exists to bene t those few members that reside in the upper caste. Members of the aristocratic classes are known to be ambitious, domineering, and manipulative.

GEONOSIAN WARRIOR Medium humanoid, lawful balanced

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

DEX

CON

INT

WIS

CHA

14 (+2)

16 (+3)

16 (+3)

8 (-1)

11 (+0)

8 (-1)

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

ACTIONS Electrostaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked. Sonic Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) sonic damage.

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Villains

GEONOSIAN ELITE WARRIOR Medium Humanoid, lawful balanced

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

DEX

CON

INT

WIS

CHA

16 (+3)

13 (+1)

15 (+2)

9 (-1)

11 (+0)

10 (+0)

Saving Throws Str +6, Dex +4, Con +5 Skills Athletics +6, Perception +2, Stealth +4 Senses Darkvision 60ft, passive Perception 13 Languages Geonosian Challenge 4 (1100 XP) Hive Mind. Any allied Geonosian within 15 feet of the Elite Warrior has advantage on all attacks, killing him will cause disadvantage in all bene ciaries for 1 turn.

ACTIONS Multiattack. The Elite Warrior attacks twice with his pistol, or his electrovoulge. Sonic Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160, one target. Hit: 4 (1d6+1) Sonic damage. Electrovoulge. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.

IMPERIAL KNIGHTS The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order. The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance. Organization & Philosophy. The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as "Imperial Jedi". Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacri cing innocents when necessary for the greater good was the Imperial way. The Imperial Knights di er markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or sel shness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side. Training. Upon being identi ed, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training.

Training could be very harsh, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, ghting until the death. Their training was geared towards transforming themselves into living weapons and shields. Equipment. Each Imperial Knight carries a standardized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or signi cance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to ghting in vehicles, bare-handed, and with the Force. The standard uniform is a suit of crimson armor interwoven with small threads of phrik lament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape. Powers & Abilities. The Imperial Knights are said to be among the most talented and dangerous Forceusers in the galaxy, and every bit as capable of in the use of the Force as the Jedi. The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to ght using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields. The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat. Villains

57

IMPERIAL KNIGHT SQUIRE

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

Medium humanoid (human), lawful neutral

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

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

STR

DEX

CON

INT

WIS

CHA

18 (+4)

14 (+2)

16 (+3)

10 (+0)

17 (+3)

9 (-1)

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

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

Saving Throws Dex +6, Con +7, Wis +7 Damage resistance energy from unenhanced weapons Skills Athletics +8, Perception +7, Insight +7 Senses passive Perception 17 Languages Galactic Basic Challenge 5 (1,800 XP) Forcecasting The Imperial Knight Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points). It knows the following Force Powers: At will: force pull/push, force disarm, saber reflect 1st level: force jump, force throw, phase strike 2nd level: animate weapon, phase walk, rescue

IMPERIAL KNIGHT

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

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

Medium humanoid (human), lawful neutral

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

ACTIONS STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

16 (+3)

12 (+1)

18 (+4)

12 (+1)

Saving Throws Dex +6, Con +7, Wis, +8 Damage resistance energy from unenhanced weapons Skills Athletics +9, Perception +8, Insight +8 Senses passive Perception 18 Languages Galactic Basic Challenge 8 (3,900 XP) Advanced Praetoria Vonil The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included). Forcecasting. The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points). It knows the following Force Powers:

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Villains

Multiattack. The Imperial Knight makes two attacks with its Martial lightsaber Martial Lightsaber Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (1d10+2d8+5) energy damage.

REACTIONS Cortosis Gauntlet. The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn Praetoria Ishu When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.

IMPERIAL KNIGHT MASTER Medium humanoid (human), lawful neutral

Armor Class 18 (Heavy Durasteel Armor) Hit Points 180 (24d8+72) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

14 (+2)

16 (+3)

13 (+1)

20 (+5)

12 (+1)

Saving Throws Dex +6, Con +7, Wis, +8 Damage resistance energy from unenhanced weapons Skills AAthletics +12, Perception +9, Insight +9 Senses passive Perception 19 Languages Galactic Basic Challenge 16 (15,000 XP) Master Praetoria Vonil The Imperial Knight Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included). Forcecasting. The Imperial Knight Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points). It knows the following Force Powers:

At will: force pull/push, force disarm, saber reflect 1 level: burst of speed, force jump, force throw, tremor, phasestrike 2nd level: animate weapon, phase walk, rescue 3rd level: convulsion, knight speed, server force, telekinetic storm 4th level: freedom of movement 5th level: improved phasestrike, improved phasewalk, telekinesis

ACTIONS Multiattack. The Imperial Knight Master makes three attacks with its Martial lightsaber Martial Lightsaber Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (1d10+3d8+6) energy damage.

REACTIONS Cortosis Gauntlet. The Imperial Knight Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightweapon short circuits and is unusable until their next turn Praetoria Ishu When a creature that the Imperial Knight Master can see attacks a target other than the Imperial Knight Master that is within 5 feet of the Imperial Knight Master, the Imperial Knight Master can use its reaction to impose disadvantage on the attack roll.

Villains

59

IMPERIAL NAVY

IMPERIAL ADMIRAL

1st-level: energy shield, expeditious retreat, spot the weakness, toxin scan

Medium humanoid, lawful dark

2nd-level: paralyze humanoid, toxin purge, truth serum

Armor Class 16 (Battle Armor, 18 with tactical advantage) Hit Points 78 (12d8+24) Speed 30 ft.

3rd-level: tactical advantage Tech Resistance. The Admiral has advantage to resist tech powers and other tech e ects.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

14 (+2)

18 (+4)

11 (+0)

14 (+2)

Saving Throws Dex +7, Int +8 Skills Intimidation +6, Perception +4, Piloting +8 Senses passive perception 14 Languages Galactic Basic Challenge 9 (5,000 XP) Superior Aura of Command. Friendly creatures that can see and hear the Admiral within 30 feet of it add a +4 bonus to their attack and damage rolls. This e ect ends if the Admiral is incapacitated. Techcasting. The Admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows the following tech powers: At will: assess the situation, electroshock, targeting shot

60

ACTIONS Multiattack. The Imperial Admiral makes three attacks. Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage. Vibrodagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage. Call to Attack. Up to four allies within 120 feet of the Admiral that can hear it can each use their reaction to make one weapon attack. Rally Allies. The o cer targets up to four allies within 120 feet that can hear it and are currently su ering from a fear or charm e ect. The fear or charm e ect is removed

REACTIONS Human Shield. When the o cer is targeted by a ranged attack while an ally is within 5 ft of it, the o cer can use its reaction to cause that ally to be targeted by the attack instead.

JEDI The Jedi Order is an ancient order of protectors united by their ability to harness the power of the Force. Adhering to a doctrine that favored the light side of the Force, the Jedi aspire to attain a state of inner tranquility through calmness and meditation while avoiding emotions a liated with the dark side of the Force, such as anger and hatred. Nevertheless, Jedi philosophy does not forbid a Jedi from acting in selfdefense or in the defense of others. To that end, the weapon of a Jedi is the lightsaber, a blade composed of pure energy and di erent colors such as blue, green, purple or yellow. History. Before the time of the Galactic Empire, a Jedi was a guardian of peace and justice in the Galactic Republic. The Jedi's commitment to peace and democracy brought them into con ict with an order of dark side wielders known as the Sith, who sought power and dominion over the galaxy. Emerging victorious from their wars with the ancient Sith, the Jedi carried on in their duty as peacekeepers for over a millennium until the advent of the Clone Wars twentytwo years before the Battle of Yavin. Faced with a pangalactic civil war between the Republic and Confederacy of Independent Systems, the Jedi adopted the mantle of generals and soldiers in the Grand Army of the Republic. After three years of con ict, the Jedi discovered that the war had been a ploy designed to restore the Sith to power. However, the Jedi were betrayed by one of their own—the Chosen One, Anakin Skywalker, who had been seduced to the dark side and anointed Darth Vader by the Sith Lord Darth Sidious. Using the Jedi's own clone troopers to initiate a systematic purge of the Jedi Order, the Lords of the Sith all but eradicated the Jedi in one fell swoop, reducing the order from thousands of Jedi Knights to a handful of survivors who dispersed into exile across the galaxy. After Luke Skywalker redeemed his father, Anakin, and destroyed the Sith, the New Republic was founded. During the era of the New Republic, Skywalker worked to rebuild the Jedi Order by training many apprentices. Philosophy. The Jedi Knights focus on calmness and peace to channel their powers in the Force, using the light side of the Force to serve in the capacity of guardians of peace and justice in the galaxy. Even so, the Jedi seek to preserve balance in the Force; the ancient prophecy of the Chosen One foretold of a being who would restore balance to the Force by destroying the Sith. In combat, whereas an enemy may grow impatient and rely on their overwhelming strength, a Jedi would meditate and nd serenity in their mind to focus. A Jedi uses their lightsaber only for defense, not for attack, and uses the Force for defense and knowledge rather than using it to gain power over others. Because of this, some Jedi are capable of appearing after death as Force spirits. Knowledge, the Force, and self-discipline are considered the three pillars of Jedi strength. Members of the Jedi Order hold various positions within the Order at times. These include:

Jedi youngling: A young child who is Force-sensitive would be identi ed at birth and taken to the Jedi Temple on Coruscant to be trained as a Jedi. They would be put into classes of other Jedi younglings and trained together before being taken as an apprentice by a Jedi Knight. Younglings were not to be trained once they had reached a certain age, with the sole exception to this rule being Anakin Skywalker. Younglings would participate in the Gathering, which was the pilgrimage to the Ilum Temple to gain a kyber crystal for their lightsaber. Padawan: A youngling who has been chosen by a Jedi Knight or Jedi Master to train under their tutelage personally into becoming a fully edged Jedi Knight. Their readiness was decided by the Initiate Trials. Padawans wore a braid. Jedi Knight: Once a Padawan has successfully passed the Jedi trials, they are granted the rank of Jedi Knight and may be sent out on missions of their own, no longer under the tutelage of a master. Jedi Master: A Jedi Knight was granted the rank of Jedi Master and o ered a seat on the Jedi High Council when they had shown great skill, wisdom and devotion to the Force. When a Jedi Knight successfully led a Padawan to becoming a Jedi Knight themselves, they would also be granted the rank of Master. Grand Master: The leader of the Jedi High Council, the position of Grand Master was given to the oldest and considered to be the wisest member of the Jedi Order.

Some members of the Jedi Order had speci c titles and roles within the Order. These included: Master of the Order: This position is assumed by the leader of the Jedi Order. He or she had to be voted unanimously into the position by the Jedi High Council. Jedi Temple Guard: Headed by Cin Drallig during the Clone Wars, these anonymous Jedi guarded the Jedi Temple with lightsaber pikes. Jedi investigator: Detectives aiding police with the use of the Force. They also use crime scene analysis droids. Consular Jedi: The ones who devoted themselves to the study of diplomacy or science, avoiding combat and warfare duties. Chief Librarian: The overseer of the Jedi Archives and Holocron Vault.

Villains

61

JEDI YOUNGLINGS

JEDI YOUNGLING Small humanoid, lawful light

Armor Class 10 Hit Points 4 (1d6) Speed 25 ft. walk STR

DEX

CON

INT

WIS

CHA

8 (-1)

10 (+0)

11 (+0)

10 (+0)

12 (+1)

9 (-1)

Skills Perception +3 Senses passive Perception 13 Languages Galactic Basic, any one other Challenge 0 (10 XP) Forcecasting. Jedi Youngling is a 1st-level forcecaster. His forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points). Jedi Youngling knows the following force powers: At-will: affect mind, force disarm, force push/pull 1st level: breath control, disperse force, heroism, sense emotion, sense force

ACTIONS Shoto Saber Melee Weapon Attack: +0 to hit, range 5 ft., one target. Hit 3 (1d6) energy damage.

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Villains

Jedi younglings are divided into ten clans consisting of approximately twenty students. Among these groups is Bear Clan, a class of younglings between the ages of four and eight. The youngling clans remain as one unit, living and training together, until the time comes to go their separate ways as Padawan learners. The younglings who are not chosen to become Padawans are supervised by the Council of Reassignment. Upon joining a clan, younglings begin their basic training in the Jedi arts. Their lessons include various tests and rituals that had to be completed in order to advance to the higher levels of the Jedi arts. Between the ages of four and eight, younglings acquire the basic skills of lightsaber combat using low-powered training sabers to practice the de ection of blaster shots red by training droids. The next step in their progress as aspiring Jedi is the construction of a genuine lightsaber—the signature weapon of the Jedi which rst requires a kyber crystal. This lesson ultimately leads to the creation of the Gathering; an ancient and signi cant tradition that began centuries before the events of the Clone Wars, the Gathering tested the younglings' ability to locate their particular crystal through the Force. It requires younglings to travel o -world from the Jedi Temple on Coruscant to the Crystal Cave of Ilum, a frigid world located in the Unknown Regions and most sacred to the Jedi Order. After acquiring their crystal, the younglings have to use the Force to telekinetically combine all of the necessary components into a lightsaber. The task of educating younglings in the proper construction of a lightsaber is the duty of Huyang; an architect droid professor based out on the Jedi vessel, the Crucible, he has personally overseen the creation of lightsabers by younglings of a thousand generations.

JEDI PADAWAN A Padawan learner, or Apprentice, refers to a Forcesensitive adolescent who trained in the Jedi Order and were apprenticed to a Jedi Knight or Jedi Master for one-on-one training. A Jedi is meant to choose the padawan who they wished to train. Apprentices will often go on missions with their masters as part of this one-on-one training. The Code forbids Jedi from training more than one Padawan at a time. Most of the Padawans are known to grow or wear Padawan braids to symbolize their rank. After completing the Jedi Trials, a Padawan is promoted to the rank of Jedi Knight. Clone Wars. During the Clone Wars, the Jedi Council began to assign Padawans to Jedi, instead of allowing them to choose. Padawans became commanders in the Grand Army of the Republic, and helped lead the Republic's clone troopers against the Confederacy of Independent Systems.

JEDI PADAWAN Medium humanoid (any), any light

Armor Class 11 (14 with battle precognition) Hit Points 27 (5d8+5) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

13 (+1)

12 (+1)

15 (+2)

11 (+0)

Skills Lore +3, Medicine +3, Perception +4 Senses passive Perception 14 Languages Galactic Basic and two others Challenge 2 (450 XP) Forcecasting. The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points. The padawan knows the following force powers: At-will: give life, guidance, spare the dying, turbulence 1st-level: cloud mind, heal, project, valor 2nd-level: calm emotions, force barrier

ACTIONS Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) energy damage.

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MIRIALAN JEDI PADAWAN Medium Humanoid (Mirialan), lawful light

Armor Class 14 (17 with battle precognition) Hit Points 70 (10d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4)

14 (+2)

10(+1)

18 (+4)

8 (-1)

Skills Medicine+7, Perception +7, Acrobatics +7, Insight +7 Senses passive Perception 17 Languages Galactic Basic Challenge 5 (1,800) Surprise Attack (1/rest). If the Padawan surprises a creature and hits it with an attack on the Jedi's rst turn, the attack deals an extra 2d6 damage. Cunning Action. The Padawan can use a bonus action to take the Dash, Disengage, or Hide action. Force Enhanced Attacks. The Padawan's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included). Forcecasting. The Padawan is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +6 to hit with force attacks, 18 force points). The Padawan knows the following force powers: At-will: saber reflect, give life, force push/pull,force disarm, spare the dying, saber throw, burst 1st level: slow descent, battle precognition, force jump, force throw, heal 2nd level: stun droid 3rd level: telekinetic storm, knight speed, share life

ACTIONS Multiattack. When the Jedi makes two lightfoil attacks. Lightfoil. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8+4)

64

Villains

.

MIRIALAN FALLEN JEDI Medium Humanoid (Mirialan), chaotic dark

Armor Class 16 (19 with battle precognition) Hit Points 110 (20d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

14 (+2)

10(+1)

18 (+4)

20 (+5)

Saving Throws* Dex +10, Wis +8, Cha +9 Skills Intimidation+9, Perception +8, Acrobatics +14, Deception +9 Senses passive Perception 18 Languages Galactic Basic Challenge 10 (5,900) Surprise Attack (1/rest). If the Jedi surprises a creature and hits it with an attack on the Jedi's rst turn, the attack deals an extra 2d6 damage. Cunning Action. The Jedi can use a bonus action to take the Dash, Disengage, or Hide action. Two Weapon Mastery The Jedi adds it's ability modi er to two-weapon ghting damage. The Jedi can choose to forgo it's pro ciency bonus to make an additional twoweapon ghting attack, also without it's pro ciency bonus. Avoidance. If the Fallen Jedi is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Force Enhanced Attacks. The Fallen Jedi primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included). Forcecasting. The Fallen Jedi is a 12th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 36 force points). The Fallen Jedi knows the following force powers: At-will: saber reflect, force push/pull,force disarm, affect mind, saber throw, burst 1st level: slow descent, battle precognition, force jump, force throw, phase strike, hex 2nd level: stun droid, phasewalk, darkness 3rd level: dark aura, knight speed, sever force, force repulse, choke 4th level: improved force camoflauge 5th level: telekinesis

ACTIONS Multiattack. The Jedi makes three lightfoil attacks or two lightfoil attacks and two o hand lightfoil attacks. Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (3d8+6) Offhand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d8+6)

REACTIONS Parry The Jedi adds 4 to her AC against one melee attack that would hit her. To do so, the Jedi must see the attacker and be wielding a melee weapon. Villains

65

JEDI PADAWAN HEALER

Forcecasting. The Jedi Healer is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 36 force points). The Jedi Healer knows the following force powers:

Medium Humanoid (any), lawful light

Armor Class 12 (15 with battle precognition) Hit Points 50 (9d8+9) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

12 (+1)

14 (+2)

20 (+5)

14 (+2)

Skills Perception +7, Insight +7, Medicine +9, Senses passive Perception 17 Languages Galactic Basic Challenge 3 (700) Triage. Any friendly creature reduced to 0 HP within 15 feet of the Jedi Healer is automatically considered to be alive and stabilized. Disciple of Life. Whenever the Jedi healer uses a power of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the power’s level.

66

Villains

At-will: saber reflect, spare the dying, force technique, force push/pull, turbulance 1st level: heal,battle precognition 2nd level: force barrier, restoration, stun, force enlightenment, battle meditation, phase walk 3rd level: telekinetic storm, knight speed, becon of hope, server force 4th level: aura of purity 5th level: improved restoration, improved force barrier, improved heal, revitalize, stasis, improved battle meditation

ACTIONS Preserve Life. As an action, the Jedi Healer can evoke healing energy that can restore 40 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no e ect on droids or constructs. Lightsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2)

JEDI PADAWAN URCHIN Medium humanoid, chaotic light

Armor Class 13 (16 with battle precognition) Hit Points 66 (12d8+12) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

9 (-1)

16 (+3)

12 (+1)

14 (+2)

16 (+3)

11 (+0)

Saving Throws Dex +5, Wis +5 Skills Acrobatics +5, Deception +2, Insight +5, Perception +5, Persuasion +2, Piloting +4, Technology +4 Senses passive perception 15 Languages Galactic Basic, Binary Challenge 3 (700 XP) Forcecasting. The jedi urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks) and it has 19 force points. The jedi urchin knows the following force powers: At-will: mind trick, saber ward, saber reflect, turbulence 1st-level: breath control, battle precognition, force jump, heal, project 2nd-level: battle meditation, force confusion, phasewalk

ACTIONS Multiattack. The jedi urchin makes two melee attacks or two ranged attacks. Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) energy damage. Hilt Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage. Stunning Bolt (recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the e ect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.

67

JEDI KNIGHT Jedi Knight was a rank within the Jedi Order, referring to Jedi who had completed their training and passed the Jedi Trials to become a full member of the Order. Jedi Knights, like the Order they served, were guardians of peace and justice in the Galactic Republic, and served in key military command roles during the Clone Wars. At the war's end, Supreme Chancellor Sheev Palpatine—secretly the Sith Lord Darth Sidious—issued Order 66, declaring every Jedi an enemy of the state. As a result, the clone troopers of the Grand Army of the Republic turned against their generals, killing most of the Jedi Knights. At the end of the Galactic Civil War, Luke Skywalker was the last known Jedi Knight.

JEDI KNIGHT PEACEKEEPER Medium Humanoid (any), lawful light

Armor Class 14 (17 with battle meditation) Hit Points 70 (10d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

18 (+4)

14 (+2)

10(+1)

16 (+3)

8 (-1)

Skills Athletics+7, Perception +6, Acrobatics +7, Insight +6 Senses passive Perception 16 Languages Galactic Basic Challenge 5 (1,800) Light Weapon Expert Once per turn when the Jedi Peacekeeper rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total Great Weapon Fighting. While the Jedi Peacekeeper is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Force Enhanced attacks. The Jedi Peacekeeper's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included). Forcecasting. The Jedi Peacekeeper is a 9th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points). The Jedi Peacekeeper knows the following force powers: At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge 1st level: battle precognition, phase strike, force throw 2nd level: stun, animate weapon, rescue, phase walk 3rd level: telekinetic storm, knight speed, sever force War Casting. When the Jedi Peacekeeper uses his action to cast a force power, it can make one greatsaber attack as well.

ACTIONS Multiattack. When the Jedi Peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack. Greatsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 14 (1d8+2d6+4)

68

Villains

JEDI KNIGHT SEER Medium humanoid (any), any light

Armor Class 12 (15 with battle precognition) Hit Points 27 (6d8) Speed 30 ft.

JEDI KNIGHT SAGE Medium humanoid (any), any universal

STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

11 (+0)

13 (+1)

18 (+4)

13 (+1)

Saving Throws Wis +6 Skills Lore +3, Medicine +6, Persuasion +3 Senses passive Perception 14 Languages Galactic Basic and two others Challenge 3 (700 XP) Preserve Life. As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no e ect on droids or constructs. Forcecasting. The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points. The sage knows the following force powers:

Armor Class 12 (15 with battle precognition) Hit Points 40 (9d8) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

9 (-1)

14 (+2)

11 (+0)

12 (+1)

19 (+4)

11 (+0)

Saving Throws Int +4, Wis +7 Skills Lore +4, Medicine +7 Senses passive Perception 13 Languages Galactic Basic and two others Challenge 6 (2,300 XP) Forcecasting. The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points. The sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence 1st-level: battle precognition, burst of speed, heal, project 2nd-level: force barrier, force enlightenment, stun 3rd-level: knight speed, share life

At-will: mind trick, saber ward, saber reflect, turbulence 1st-level: breath control, battle precognition, force jump 2nd-level: battle meditation, force confusion, phasewalk 3rd-level: force suppression, sever force, telekinetic gust 4th-level: force immunity, freedom of movement 5th-level: improved battle meditation

ACTIONS

ACTIONS

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

Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) energy damage.

69

JEDI KNIGHT REBEL Medium humanoid, chaotic light

Armor Class 14 (17 with battle precogniton, 19 with knight speed) Hit Points 104 (16d8+32) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4

14 (+2)

16 (+3)

18 (+4)

16 (+3)

Saving Throws Dex +7, Int +6, +Wis +7 Skills Acrobatics +7, Deception +6, Insight +7, Perception +7, Persuasion +6, Piloting +6, Technology +6 Senses passive perception 17 Languages Galactic Basic, Binary Challenge 8 (3,900 XP) Evasion. If the Jedi rebel is subjected to an e ect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Forcecasting. The Jedi rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 38 force points. The Jedi rebel knows the following force powers: At-will: mind trick, saber ward, saber reflect, turbulence 1st-level: battle precognition, burst of speed, force jump, heal, project 2nd-level: battle meditation, force confusion, force throw, phasewalk, stun 3rd-level: knight speed, sever force telekinetic storm 4th-level: freedom of movement, mind trap 5th-level: telekinesis Force-enhanced attacks. The Jedi rebel’s attacks are enhanced by its precision and the force, adding an extra 1d6 to its weapon attacks (already included). Force Resistance. The Jedi has advantage on saving throws against force powers and e ects.

ACTIONS Multiattack. The Jedi rebel makes three melee attacks or three ranged attacks. Shotosaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) energy damage. Blaster Pistol. Ranged Weapon Attack: +7 to hit, ranged 40/160 ft., one target. Hit: 11 (2d6+4) energy damage.

70

JEDI KNIGHT SURVIVOR Medium humanoid, neutral light

Armor Class 15 (18 with battle precognition) Hit Points 150 (20d8+60) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

20 (+5)

16 (+3)

15 (+2)

20 (+5)

14 (+2)

Saving Throws Dex +9, Cha +6 Skills Athletics +7, Acrobatics +9, Insight +9, Lore +6, Perception +9, Piloting +6, Stealth +9 Senses passive perception 19 Languages Galactic Basic, Binary, Huttese, Shyriiwook. Challenge 10 (5,900 XP) Agile Fighter. When the Jedi survivor takes the dodge or disengage action, it can make an attack as a bonus action. Forcecasting. The Jedi survivor is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 35 force points. The Jedi survivor knows the following force powers: At-will: force push/pull, force disarm, give life, guidance, saber reflect, turbulence 1st-level: burst of speed, cloud mind, heal, project, valor 2nd-level: calm emotions, force barrier 3rd-level: knight speed, sever force 4th-level: force immunity, improved force camouflage Kinetic Combat. Once per turn, when the Jedi survivor hits with an attack, it can spend 1 force point and choose one of the following additional e ects: Deflection. The Jedi survivor adds 1d6 to its AC against one attack of its choice until the start of its next turn. Double Strike. The Jedi survivor can roll 1d6 and add it to the damage of the triggering Kinetic Combat attack. Slow Time. The Jedi survivor's speed increases by 5x1d6 until the end of its current turn.

ACTIONS Multiattack. The Jedi survivor makes three attacks or it casts a force power and makes one attack. Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) energy damage. Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged 40/160 ft., one target. Hit: 10 (2d6+5) energy damage. Force-Empowered Detonators (5/short or long rest). The Jedi survivor makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 17 Dexterity saving throw, taking 8 (1d6+5) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

71

JEDI KNIGHT, COMBAT HEALER Medium humanoid (human), lawful light

Armor Class 13 (16 with battle precognition) Hit Points 140 (21d8+42) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

11 (+0)

16 (+3)

14 (+2)

13 (+1)

20 (+5)

12 (+1)

Saving Throws Wis +8, Cha +4 Skills Insight +8, Lore +4, Persuasion +4 Senses passive Perception 15 Languages Galactic Basic and one other Challenge 6 (2,300 XP) Defiant (1/rest). The healer can roll 1d4 and add it to a skill check or saving throw. Disciple of Life. When the healer casts a power of rst level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2+the power's level. Force-Empowered Casting. The the healer casts a force power, it can expend additional force points to modify the power, chosing one of the following options: Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its e ects, it can spend 3 additional force points to give one target of the power disadvantage on its rst saving throw made against the power. Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

72

Villains

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will). Forcecasting. The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points). The healer knows the following force powers: At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect, Saber Ward, Spare the Dying 1st-level: Battle Precognition, Heal, Project, Sanctuary 2nd-level: Rescue, Restoration, Stun 3rd-level: Beacon of Hope, Remove Curse, Share Life 4th-level: Aura of Purity, Force Immunity, Freedom of Movement 5th-level: Improved Heal

ACTIONS Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage. Preserve Life (5/day). The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no e ect on a creature that has half or more of its maximum hit points.

REACTIONS Force Shield (3/day). When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.

JEDI KNIGHT, FOCUSED ADEPT Medium humanoid (Twi'lek), any light alignment

Slow Time. The Jedi adept increases its speed by 5 x 1d6. Blade Dance. When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

Armor Class 15 (18 with battle precognition) Hit Points 131 (20d8+40) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

11 (+0)

20 (+5)

14 (+2)

12 (+1)

16 (+3)

15 (+2)

Saving Throws Dex +8, Cha +7 Skills Acrobatics +8, Perception +6, Performance +5, Persuasion +5 Resistances Poison Senses Darkvision 60 ft. Languages Galactic Basic and Twi’leki Challenge 7 (2,900 XP) Kinetic Combat. When the Jedi adept takes the attack action or casts the force power burst, it can make one melee weapon attack as a bonus action. This attack deals 8 (1d6+5) kinetic damage. Force-Empowered Self. When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional e ect. Choose one of the following: Deflection. The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn. Double Strike. The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

Blade Storm. Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6+5) energy damage. Forcecasting. The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points). The Jedi adept knows the following force powers: At-will: burst, force disarm, force push/pull, saber reflect, saber ward 1st-level: battle precognition, cloud mind, heal, project, sanctuary, sense emotion, sense force, slow descent 2nd-level: danger sense, animate weapon, force camouflage, force sight 3rd-level: force repulse, sever force, knight speed

ACTIONS Multiattack. The Jedi adept makes two lightfoil attacks. Lightfoil. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 9 (1d8+5) energy damage. Unarmed Strike. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage.

Villains

73

JEDI KNIGHT, SAGE

Forcecasting. The Jedi Sage is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 44 force points). The Jedi Sage knows the following force powers:

Medium Humanoid (any), lawful light

Armor Class 13 (16 with battle precognition) Hit Points 50 (9d8+9) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

8 (-1)

16 (+3)

12 (+1)

14 (+2)

20 (+5)

14 (+2)

Skills Perception+8, Insight+8, Medicine+8, Acrobatics +6 Senses passive Perception 17 Languages Galactic Basic Challenge 5 (1,800) Quickened Power (3/day). The Jedi can cast a power that has a casting time of 1 action as a bonus action. War Caster. The Jedi Sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

JEDI KNIGHT, WEAPON EXPERT

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

REACTIONS War Caster. When a hostile creature’s movement provokes an opportunity attack from the Jedi, it can use it's reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.

Medium Humanoid (any), lawful light

Force Enhanced attacks. The Jedi's primary doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included).

Armor Class 18 (heavy combat suit, +1 from two weapon mastery (included)) Hit Points 98 (15d8+30) Speed 30ft.

Forcecasting. The Jedi Battlemaster is a 13th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 27 force points). The Jedi knows the following force powers:

STR

DEX

CON

INT

WIS

CHA

14 (+2)

20 (+5)

14 (+2)

10(+1)

16 (+3)

8 (-1)

Skills Athletics+5, Perception +6, Acrobatics +8, Insight +6 Senses passive Perception 16 Languages Galactic Basic Challenge 7 (2900) Two Weapon Mastery The Jedi adds it's ability modi er to two-weapon ghting damage. The Jedi can choose to forgo it's pro ciency bonus to make an additional twoweapon ghting attack, also without it's pro ciency bonus. Avoidance. If the creature is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

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At-will: saber reflect, force disarm, force technique, force push/pull, turbulance 1st level: heal, battle precognition, phase strike 2nd level: animate weapon, stun, battle meditation, phase walk 3rd level: telekinetic storm, knight speed, plant surge, force repulse 4th level: mind trap, grasping vine 5th level: mass animation, improved phase strike, improved heal, improved phase walk, stasis, improved battle meditation 6th level: telekinetic burst, wall of light

Villains

At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge, burst 1st level: slow descent, phase strike, force throw 2nd level: stun, battle meditation, phase walk 3rd level: telekinetic storm, knight speed, sever force, force repulse 4th level: freedom of movement, force immunity

ACTIONS Multiattack. The Jedi makes three doublesaber attacks or two doublesaber attacks and two o hand attacks. Doublesaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 17 (3d8+5) Offhand. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d8+5)

REACTIONS Double Bladed Strike The jedi can attack with both blades when making an opportunity attack

JEDI KNIGHT, TEMPLE GUARD Medium Humanoid (any), lawful light

Armor Class 14 (17 with battle precognition) Hit Points 70 (10d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4)

14 (+2)

10(+1)

16 (+3)

8 (-1)

Skills Athletics+5, Perception +6, Acrobatics +7, Insight +6 Senses passive Perception 16 Languages Galactic Basic Challenge 5 (1,800) Two Weapon Fighting The Jedi can add it's ability modi er to the damage of it's two-weapon ghting attack. Force Enhanced attacks. The Jedi's attacks are enhanced by it's precision and the force adding an extra 1d8 to melee strikes (included). Forcecasting. The Jedi Temple Guard is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points). The Jedi Healer knows the following force powers: At-will: saber reflect, turbulance, force push/pull,force disarm, sonic charge, burst 1st level: slow descent, battle precognition, phase strike, force throw 2nd level: stun, phase walk 3rd level: telekinetic storm, knight speed, sever force, force repulse

ACTIONS Multiattack. When the Jedi makes three doublesaber attacks. Doublesaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8+4)

REACTIONS Double Bladed Strike The Jedi can attack with both blades when making an opportunity attack

Villains

75

JEDI CHOSEN ONE

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

Medium Humanoid (human), chaotic light

Force-Empowered Strikes (3/day)(1/Turn). The Chosen One can deal an extra 12 (3d8) weapon damage when it hits with a melee attack.

Armor Class 22 Hit Points 210 (28d8+84) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

18 (+4)

16 (+3)

18 (+4)

18 (+4)

26 (+8)

Saving Throws Str +12, Dex +10, Cha +14 Skills Athletics +12, Acrobatics +10, Piloting +16, Technology +16, Insight +10, Perception +10, Intimidation +12 Damage Resistances kinetic and energy from unenhanced weapons Condition Immunities charmed, frightened Senses passive perception +20 Languages Basic, Huttese, Binary Challenge 22 (41,000 XP) Reckless. At the start of its turn, the Chosen One can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Unarmored Defense. While wearing no armor and not wielding a shield, the Chosen One adds his Charisma modi er to AC. Great Weapon Fighting. The Chosen One can reroll a 1 or 2 on a damage die for a melee attack. The Chosen One must use the new roll. Force Resistance. The Chosen One has advantage on saving throws against force powers. Djem So (1/Turn). If the Chosen One successfully hits a creature with a melee attack, it can choose another creature within 5ft. of the original target and within the Chosen One's reach. That creature would then take 6 points of energy damage. Combat Caster. When the Chosen One uses his action to cast a power, he can use a bonus action to make a greatsaber attack.

76

Villains

Forcecasting. The Chosen One is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 22, +14 to hit with force attacks, 53 force points). The Chosen One knows the following force powers: At-will: force disarm, force push/pull, force technique, saber reflect, saber throw 1st level: burst of speed, force jump, force throw, slow descent 2nd level: stun, stun droid, sever force 3rd level: telekinetic storm, knight speed, choke 4th level: freedom of movement, force immunity, disable droid, dominate beast 5th level: telekinesis, improved phase strike 6th level: crush, telekinetic burst 7th level: master speed, destroy droid

ACTIONS Multiattack. The Chosen One makes three greatsaber attacks. Greatsaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (3d10+6) energy damage.

LEGENDARY ACTIONS The Chosen One can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chosen Oneregains spent legendary actions at the start of his turn. Move. Chosen One can move up to his speed without provoking opportunity attacks. Forcecasting. Chosen One can cast an at-will force power. Greatsaber Chosen One makes one Lightsaber attack. Forcecasting (1 legendary action per power level). Chosen One can cast a force power by spending a number of legendary actions equal to the power level.

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JEDI INFILTRATOR

Avoidance. If the Jedi In ltrator is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fail

Medium Humanoid (Twi'lek), chaotic light

Armor Class 15 (18 with battle precognition) Hit Points 110 (14d8+42) Speed 30ft.

Natural Antitoxins. The Jedi has advantage on saving throws against poison and disease.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

14 (+2)

10(+1)

18 (+4)

16 (+3)

Damage Resistances poison Skills Acrobatics +9, Slieght of Hand +9, Stealth +13, Perception +8, Performance +7, Deception +11, Senses darkvision 60ft, passive Perception 18 Languages Galactic Basic, Twi'leki Challenge 9 (5,000) Sneak Attack (1/Turn). The jedi deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the jedi doesn't have disadvantage on the roll. Cunning Action. On each of its turns, the Jedi In ltrator can use a bonus action to take the Dash, Disengage, or Hide action.

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Forcecasting. The Jedi In ltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 33 force points). The Jedi knows the following force powers: At-will: affect mind, force disarm, force push/pull, saber reflect, saber throw 1st level:battle precognition, force jump, force mask, force propel, slow descent 2nd level: calm emotions, force camouflage, stun, stun droid 3rd level: telekinetic storm, knight speed, sever force 4th level: disable droid, improved force camouflage 5th Level: telekinesis

ACTIONS Multiattack. When the Jedi makes three lightfoil attacks. lightfoil. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8 + 5)

REACTIONS Retreating Leap. When a creature makes a melee attack roll against the jedi, it can use it’s reaction to jump 10 feet in a direction of it’s choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.

AQUATIC JEDI MASTER

Force Empowered Strikes. The Jedi's weapon attacks deal an extra 1d8 weapon damage (included).

Medium humanoid (Nautolan), chaotic light

Ideal of the Agile. The aquatic Jedi can jump 40 feet.

Armor Class 18 (heavy combat suit, light shield generator) or 20 (knight speed) Hit Points 195 (30d8+60) Speed 40 ft., swim 30 ft.

Forcecasting. The aquatic Jedi master is a 14th-level forcecaster (force save DC 18, +10 to hit with force attacks, 61 force points). It knows the following powers:

STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

15 (+2)

14 (+2)

20 (+5)

12 (+1)

Saving Throws Dex +10, Wis +10 Skills Acrobatics +10, Athletics +6, Insight +10, Perception +10 Senses Darkvision 90 ft., passive Perception 20 Languages Galactic Basic, Nautila Challenge 14 (11,500 XP) Legendary Resistance (3/day). If the aquatic Jedi master fails a saving throw, it can choose to succeed instead. Amphibious. The aquatic Jedi master can breath water. Indomitable. The aquatic Jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll. Kinetic Combat. Once per round on its turn, when the Jedi hits with its Lightfoil attack, it can expend one force point and choose one of the following e ects: De ection: The aquatic Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn. Double Strike: The aquatic Jedi can roll 1d8 and add it to the damage of the triggering Kinetic Combat attack. Slow Time: The aquatic Jedi master's speed increases by 5x1d8 until the end of its current turn. The Way of the Sarlaac (1/day). The aquatic Jedi can enter this frenetic stance as a bonus action. When the aquatic Jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the rst attack roll it makes against the aquatic Jedi master before the start of the aquatic Jedi master's next turn. Additionally, if the creature is within 5 ft. of the aquatic Jedi master, it must make a DC 18 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic Jedi master can move to enter the space the creature just vacated without provoking opportunity attacks. Unpredictable Motion. Opportunity attacks against the aquatic Jedi master have disadvantage.

At-will: affect mind, guidance, force disarm, force push/pull, mind trick, saber reflect, sonic charge 1st level: burst of speed, force jump, heal, sense force, slow descent 2nd level: calm emotions, coerce mind, force sight, rescue, stun droid 3rd level: force repulse, knight speed 4th level: disable droid, grasping vine, force immunity 5th-level: improved heal, revitalize 6th-level: eruption, telekinetic burst 7th-level: destroy droid

ACTIONS Multiattack. The Jedi makes three Lightfoil attacks. Lightfoil. Melee Weapon Atack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) energy damage. Force Bubble (Recharge 5-6). The aquatic Jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 18 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.

REACTIONS Kinetic Ward. When the aquatic Jedi or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic Jedi master can use its reaction to reduce the damage taken by 23 (1d10+18). If the damage is reduced to 0, the aquatic Jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.

LEGENDARY ACTIONS The aquatic Jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aquatic Jedi master regains spent legendary actions at the start of its turn. Lightfoil. The aquatic Jedi master attacks with its lightfoil. Move. The aquatic Jedi master moves up to its speed. Forcecasting. The Jedi casts an at-will force power. Villains

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REBEL JEDI MASTER

Deflection. The Jedi adds 1d8 to its AC against one attack of its choice until the start of its next turn.

Medium humanoid, neutral light

Energized Double Strike. The Jedi can roll 2d8 and add it to the damage of the triggering Kinetic Combat attack.

Armor Class 16 (19 with battle precognition) Hit Points 213 (25d8+100) Speed 40 ft.

Slow Time. The Jedi's speed increases by 5x1d8 until the end of its current turn.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

22 (+6)

16 (+3)

16 (+3)

22 (+6)

14 (+2)

Saving Throws Dex +11, Wis +11, Cha +7 Skills Athletics +9, Acrobatics +11, Insight +11, Lore +8, Perception +11, Piloting +8, Stealth +11 Senses blindsight 30 ft., passive perception 21 Languages Galactic Basic, Binary, Huttese, Shyriiwook. Challenge 15 (13,000 XP) Agile Fighter. When the Jedi takes the dodge or disengage action, it can make an attack as a bonus action. Enlightened Evasion. Ihe Jedi is subjected to an e ect that allows it to make a Dexterity saving throw to take only half damage, the Jedi instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Forcecasting. The Jedi is a 16th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks) and it has 54 force points. The Jedi knows the following force powers: At-will: force push/pull, force disarm, give life, guidance, saber reflect, turbulence 1st-level: burst of speed, cloud mind, force jump, heal, project, valor 2nd-level: calm emotions, force barrier, force camouflage, force sight, force throw 3rd-level: beacon of hope, knight speed, sever force, telekinetic storm 4th-level: force immunity, improved force camouflage 5th-level: mass animation, telekinesis 6th-level: telekinetic burst Force Sight. The Jedi is constantly under the e ects of the force sight force power, and does not need to maintain concentration on it. Kinetic Combat. Once per turn, when the Jedi hits with an attack, it can spend 1 force point and choose one of the following additional e ects:

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

ACTIONS Multiattack. The Jedi makes three attacks or it casts a force power and makes one attack. Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) energy damage. Blaster Pistol. Ranged Weapon Attack: +11 to hit, ranged 40/160 ft., one target. Hit: 15 (3d6+5) energy damage. Force-Empowered Detonators (6/short or long rest). The Jedi makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 9 (2d8+6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.

LEGENDARY ACTIONS The rebel jedi master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The rebel jedi master regains spent legendary actions at the start of its turn. Move. The jedi rebel master moves up to its speed without provoking attacks of oppurtunity. At-will Power. The rebel jedi master casts an at-will force power. Dashing Strike (Costs 2 Actions). The rebel jedi master takes the dash action without provoking attacks of oppurtunity. It can make an attack before or after moving. Cast Force Power (Costs 3 Actions). The rebel jedi master casts a force power of 1st-level or higher, expending force points as normal.

KEL DOR JEDI MASTER

Life in the Void. The Jedi Master can survive for one hour within the vacuum of space.

Medium humanoid (Kel Dor), lawful light

Light Weapon Expert. Once per turn when the Jedi Knight rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total

Armor Class 17 Hit Points 150 (23d8+46) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

14 (+2)

14(+2)

18 (+4)

12 (+1)

Saving Throws Str 12, Dex +9, Wis +10 Skills Athletics + 12, Perception +10, Acrobatics +9, Piloting +8, Survival 10 Damage Resistances necrotic, kinetic and energy from unenhanced weapons Condition Immunities charmed, frightened Senses darkvision 60ft, passive Perception 20 Languages Galactic Basic, Kel Dor Challenge 18 (20,000) Combat Caster. When the Jedi Master uses his action to cast a force power, he can make a greatsaber attack as a bonus action. Forcecasting. The Jedi Master is a 14th level forcecaster it's forcecasting ability is Wisdom (force save DC 18, +10 to hit with force attacks, 56 force points). The Jedi Master knows the following force powers: At-will: burst, force disarm, force push/pull, saber reflect, shock, sonic charge, turbulance 1st level: force propel, phase strike, slow descent, tremor 2nd level: animate weapon, force throw, phase walk, rescue, stun 3rd level: convulsion, force lightning, knight speed, sever force, telekinetic storm 4th level: disable droid 5th level: mass animation, telekinesis, 6th level: eruption, force chain lightning, telekinetic burst 7th level: whirlwind Legendary Resistance. (3/Day). When the Jedi Master fails a saving throw, he can choose to succeed instead.

Telepathy. The Jedi can communicate telepathically with creatures within 30 feet of you. The Jedi must share a language with the target in order to communicate in this way. Unarmored Defense. While wearing no armor and not wielding a shield, the Jedi Master adds his Wisdom modi er to AC.

ACTIONS Multiattack. When the Jedi Master makes three greatsaber attacks or casts a force power and makes a greatsaber attack. Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 20 (2d8+2d6+6) Electric Judgement (Recharge 5-6). The Jedi Master emits bolts of yellow lightning from his nger tips in a 30 foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 48 (16d6) lightning damage on a failed save, or half as much on a successful one. On a fail the creature will be stunned into the end of the Jedi Master's next turn.

LEGENDARY ACTIONS The Jedi Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Master regains spent legendary actions at the start of his turn. Move. Jedi Master can move up to his speed without provoking opportunity attacks. Forcecasting. Jedi Master can cast an at-will force power. Greatsaber Jedi Master makes one greatsaber attack. Forcecasting (1 legendary action per power level). Jedi Master can cast a force power by spending a number of legendary actions equal to the power level.

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JEDI REDEEMER Medium humanoid (human), lawful light

Armor Class 21 Hit Points 163 (21d8+63) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

18 (+4)

16 (+3)

18 (+4)

24 (+7)

20 (+5)

Saving Throws Str +12, Dex +10, Wis +13 Skills Acrobatics +10, Athletics +12, Perception +13, Piloting +16, Technology +10 Damage Resistances energy and kinetic from unenhanced sources Condition Immunities Charmed, Frightened Senses passive Perception 23 Languages Galactic Basic, Binary Challenge 18 (20,000 XP) Legendary Resistance (3/day). If the Jedi Redeemer fails a saving throw, it can choose to succeed instead. Unarmored Defense. While wearing no armor and not wielding a shield, the Jedi Redeemer adds its Wisdom modi er to its AC. Force Resistance. The Jedi Redeemer has advantage on saving throws force powers. Way of the Krayt Dragon. If the Jedi Redeemer successfully hits a creature with a melee attack, it can choose another creature within 5 feet of the original target and within the Jedi Redeemer's reach. That creature takes 6 points of energy damage. Forcecasting. The Jedi Redeemer is a 13th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 21, +13 to hit with force attacks, 59 force points). It knows the following force powers:

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At-will: force disarm, force push/pull, mind trick, saber reflect, saber throw 1st-level: cloud mind, force jump, force propel, force throw, slow descent 2nd-level: calm emotions, coerce mind, force confusion, stun 3rd-level: telekinetic storm, knight speed, choke 4th-level: freedom of movement, force immunity, dominate beast 5th-level: dominate mind, stasis, telekinesis 6th-level: crush, mass coerce mind, telekinetic burst 7th-level: master speed

ACTIONS Multiattack. The Jedi Redeemer makes 3 greatsaber attacks. Greatsaber. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target. Hit: 17 (2d6+1d8+6) energy damage. Redemptive Aura. The Jedi Redeemer targets three creatures that it can see within 30 feet. The targets must make a DC 21 Wisdom saving throw. On a failure, the targets cannot take actions or reactions. At the end of an a ected creature's turn or when an a ected creature takes damage from the Jedi Redeemer or one of its allies, it may repeat the saving throw, ending the e ect on a success.

LEGENDARY ACTIONS The Jedi Redeemer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jedi Redeemer regains spent legendary actions at the start of his turn. Move. The Jedi Redeemer can move up to its speed without provoking opportunity attacks. Forcecasting. The Jedi Redeemer cast an at-will force power. Greatsaber. The Jedi Redeemer makes one greatsaber attack.

JEDI COMMANDER

Saber Reflect. Jedi Commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.

Medium humanoid (human), lawful light

Armor Class 16 (battle armor) or 18 (knight speed) Hit Points 255 (30d10+90) Speed 30 ft. walk STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

16 (+3)

16 (+3)

22 (+6)

17 (+3)

Saving Throws Str. +11, Dex +8, Con +9, Wis +12 Skills Acrobatics +8, Athletics +11, Insight +12, Perception +12, Stealth, +8, Survival +12 Damage Resistances kinetic and energy damage, damage from force powers Senses darkvision 60 ft., passive Perception 18 Languages Galactic Basic, any one other Challenge 20 (25,000 XP) Forcecasting. Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points). Jedi Commander knows the following force powers: At-will: affect mind, feedback, force disarm, force push/pull, mind trick, saber reflect 1st level: burst of speed, force jump, force throw, heal, heroism, improved feedback, sense force, slow descent 2nd level: calm emotions, coerce mind, force barrier, force enlightenment, force sight, rescue, restoration, stun droid 3rd level: force repulse, knight speed 4th level: disable droid, force immunity, freedom of movement 5th level: improved force barrier, telekinesis 6th level: true sight 7th level: destroy droid 8th level: master force barrier

ACTIONS Multiattack. Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack. Saber Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit 16 (2d10+5) energy damage. Leadership (1/Rest). For 1 minute, the Jedi Commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Jedi Commander. A creature can bene t from only one Leadership die at a time. This e ect ends if the Jedi Commander is incapacitated.

REACTIONS Force Shield Jedi Commander adds 6 to his AC against a melee attack that would otherwise hit him.

LEGENDARY ACTIONS Jedi Commander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Commander regains spent legendary actions at the start of his turn. Move. Jedi Commander can move up to his speed without provoking opportunity attacks. Forcecasting. Jedi Commander can cast an at-will force power. Forcecasting (1 legendary action per power level). Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level. Saber. Jedi Commander makes one Saber attack.

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

Villains

83

JEDI VAAPAD MASTER

Forcecasting. The Jedi Vaapad Master is a 17th level forcecaster it's forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 51 force points). The Jedi Vaapad Master knows the following force powers:

Medium humanoid (human), lawful light

Armor Class 21 Hit Points 170 (22d8+66) Speed 30 ft. walk. STR

DEX

CON

INT

WIS

CHA

22 (+6)

20 (+5)

16 (+3)

16 (+3)

22 (+6)

14 (+2)

Saving Throws Dex +12, Wis +10, Cha +12 Skills Athletics +12, Insight +12, Perception +18, Survival +12 Damage Resistances kinetic and energy from unenhanced weapons Condition Immunities charmed, frightened Senses passive Perception 26 Languages Basic, one other of your choice Challenge 21 (30,000 XP) Legendary Resistance (3/Day). When Jedi Vaapad Master fails a saving throw, he can choose to succeed instead. Unarmored Defense. While wearing no armor and not wielding a shield, Jedi Vaapad Master adds his Wisdom modi er to AC. Shatterpoint The Jedi Vaapad Master can choose one creature or object within 60 ft.: If targeting a creature or construct. The Jedi Vaapad Master's attacks will deal an 2d8 additional damage on a hit. This e ect will last up to a minute. If targeting an object. The Jedi Vaapad Master will be able to nd the object's weak point and can make an attack roll and shatter the object on a hit. Vaapad. The Jedi Vaapad Master has advantage on any attacks made against a creature with darkside alignment. Combat Caster. When the Jedi Vaapad Master uses his action to cast a force power, he can use a bonus action to make a martial lightsaber attack.

84

Villains

At-will: force disarm, force push/pull, force technique, saber reflect, saber throw 1st level: burst of speed, force jump, force throw, slow descent 2nd level: stun, stun droid sever force 3rd level: telekinetic storm, knight speed 4th level: freedom of movement, force immunity 5th level: telekinesis, improved phase strike 6th level: crush, telekinetic burst 7th level: master speed, destroy droid

ACTIONS Multiattack. When the Jedi Vaapad Master makes three martial lightsaber attacks or casts a force power and makes a light saber attack. Martial Lightsaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (2d8+1d10+6) energy damage.

REACTIONS Vaapad strike The Jedi Vaapad Master can utilize his reaction to make a lightsaber attack on a creature that has just made a successful attack against it

LEGENDARY ACTIONS The Jedi Vaapad Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Vaapad Master regains spent legendary actions at the start of his turn. Move. Jedi Vaapad Master can move up to his speed without provoking opportunity attacks. Forcecasting. Jedi Vaapad Master can cast an at-will force power. Martial Lightsaber Jedi Vaapad Master makes one Lightsaber attack. Forcecasting (1 legendary action per power level). Jedi Vaapad Master can cast a force power by spending a number of legendary actions equal to the power level.

JEDI GRAND MASTER Small (yoda species), lawful light

Armor Class 19 Hit Points 270 (28d8+46) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

24 (+7)

20 (+5)

18 (+4)

26 (+8)

20 (+5)

Saving Throws Dex +14, Con +12, Wis +15, Cha +12 Skills Acrobatics +21, Stealth +14, Sleight of hand +14, Insight +22, Perception +22, Medicine +14, Animal handling +22 Damage Immunities Necrotic, Posion; Kinetic, Energy, and Ion from non-enhanced weapons Condition Immunities blinded, Charmed deafened, frightened Poisoned Senses Truesight 120 ft, passive Perception 26 Languages Galatic Basic, Shyriiwook Challenge 23 (50,000 XP) Quickened Power (3/day) When the Jedi Grand Master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting. Twinned Power (3/day) When The Jedi Grand Master casst a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power. Force Senses. The Jedi Grand Master has advantage on Wisdom (Perception) Checks. Force Resistance Whenever the Jedi Grand Master makes a saving throw against a force power he rolls with advantage. Cunning Action. On each of The Jedi Grand Master's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Combat Caster. When the Jedi Grand Master uses his action to cast a force power, he can use a bonus action to make a shotosaber attack. Legendary Resistance (3/Day). If the Jedi Grand Master fails a saving throw, he can choose to succeed instead. Forcecasting. he Jedi Grand Master is a 20th level forcecaster it's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force attacks, 80 force points). The Jedi Grand Master knows the following force powers:

At-will: force disarm, force push/pull, force technique, saber reflect, saber throw 1st level: burst of speed, force jump, force throw, heal 2nd level: animate weapon, battle meditation, danger sense, phasewalk, stun, stun droid 3rd level: knight speed, share life, sever force, telekinetic storm 4th level: disable droid, force immunity, freedom of movement, mind trap 5th level: improved battle meditation, improved phase strike, improved phasewalk, mass animation, revitalize, skill empowerment, telekinesis 6th level: greater heal, telekinetic burst, true sight, wall of light 7th level: destroy droid, force mend, improved revitalize, master speed 8th level: earth quake, force link, mind blank, telekinetic wave 9th level: master battle meditation, master heal,precognition

ACTIONS Multiattack. When the Jedi Grand Master makes three shotosaber attacks or casts a force power and makes a shotosaber attack. Shotosaber. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 18 (1d6+ 2d8 + 7) energy damage

REACTIONS Force Shield The Jedi Grand Master adds 5 to his AC against an attack that would otherwise hit him.

LEGENDARY ACTIONS The Jedi Grand Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Jedi Grand Master regains spent legendary actions at the start of his turn. At-Will Power. The Jedi Grand Master casts one of his at will powers. Melee Attack The Jedi Grand Master can make one shotosaber attack. Move. The Jedi Grand Master can move up to his speed without provoking opportunity attacks. Preserve Life (Costs 2 Actions) The Jedi Grand Master can choose any number of creatures within 30 feet of it and divide 90 hit points between them restoring up to half of their total hit points.

Villains

85

JEDI RONIN

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

Medium humanoid (togruta), chaotic light

Armor Class 19 (battle precognition) or 21 (knight speed) Hit Points 195 (30d8+60) Speed 40 ft. walk STR

DEX

CON

INT

WIS

CHA

14 (+2)

22 (+6)

14 (+2)

18 (+4)

20 (+5)

15 (+2)

Saving Throws Dex +12, Con +8, Wis +11 Skills Acrobatics +12, Athletics +8, Insight +11, Perception +11, Stealth, +12, Survival +11 Damage Resistances kinetic and energy damage from unenhanced weapons, damage from force powers Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 18 Languages Galactic Basic, Togruti Challenge 19 (22,000 XP) Battle Precognition. Jedi Ronin casts battle precognition on herself every morning. Forcecasting. Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points). Jedi Ronin knows the following force powers: At-will: force disarm, force push/pull, force technique, guidance, mind trick, saber reflect 1st level: battle precognition, burst of speed, force jump, force throw, heroism, sense force, slow descent 2nd level: battle meditation, force enlightenment, force sight, rescue, stun droid 3rd level: force repulse, knight speed, remove curse 4th level: disable droid, force immunity, freedom of movement 5th level: telekinesis 6th level: true sight 7th level: destroy droid

86

Villains

Whirlwind of Light. Creatures provoke an opportunity attack from Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks.

ACTIONS Multiattack. Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack. Saber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 16 (2d8+7) energy damage. Saber Rush (2/day). Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8+7) energy damage on a failed save, or half as much on a successful one.

REACTIONS Parry Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS Jedi Ronin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jedi Ronin regains spent legendary actions at the start of her turn. Move. Jedi Ronin can move up to her speed without provoking opportunity attacks. Forcecasting. Jedi Ronin can cast an at-will force power. Saber Jedi Ronin makes one Saber attack.

Armor Class 15 Hit Points 40 (8d8) Speed 30ft, y 30ft. (hover)

ACTIONS

STR

DEX

CON

INT

WIS

CHA

8 (-1)

16 (+3)

10 (+0)

14 (+2)

16 (+3)

15 (+2)

Saving Throws Wis +5, Dex +5 Skills Perception +5, Persuasion +4, Stealth +7 Condition Immunities exhaustion, grappled, paralyzed, petri ed, poisoned, prone, restrained Damage Resistances acid, cold, re, sonic, kinetic Damage Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 15 Languages the languages it knew in life Challenge 2 (450 XP)

Spritual Protection (1/day) The ghost can creates a eld with a 15ft radius. The ghost can designate any number of creatures it can see to be una ected by the power. An a ected creature’s speed is halved in the area, and when the creature enters the area for the rst time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. The ghost must maintain concentration to keep the eld up and is not able to take any other actions while active. Incorporeal Saber Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) psychic damage. Help From Beyond The Force Ghost can take the Help action to bene t any allied creature within a 20ft radius.

Force Resistance. The ghost has advantage on saving throws against Force Powers

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JENSAARAI The Jensaarai were an order of Force-users from the Suarbi system, who arose during the Clone Wars. Their name was Sith for "followers of the hidden truth." Their philosophy and methodology was a blend of Sith and Jedi teachings. Their hierarchy loosely resembled that of the Jedi Order. Jensaarai philosophy and abilities were thus syncretistic; the mixture of Jedi and Sith teachings complemented each other perfectly. From their Jedi roots they were deeply honorable, disciplined, and respected those same traits in their enemies. From the Sith they learned the power of aggression, though not to the point of the dark side. In that regard, the Jensaarai, after the death of Tyris, remained true to the light side, only with a di erent outlook on the universe and the Jedi Knights. One Jedi ideal the Jensaarai never abandoned was the defense of peace and justice. Shortly after the death of Nikkos Tyris, the Jensaarai took it upon themselves to act as custodians for Susev , and continued to act as much they had during their days in the Jedi Order. There were three ranks amongst the Jensaarai: apprentices, defenders, and the Saarai-kaar. Armor & Abilities. The armor worn by the Jensaarai, as mentioned, was inspired by details of Sith battle armor. It was a highly exible suit of light armor, covered in spun cortosis bers, capable of protecting a Jensaarai from lightsaber attacks. First a basic, generic, frame was constructed before the armor was further customized to represent an animal the wearer could relate to. Though not a rule, it was common practice for armor to be styled on animals that were not overly aggressive, but were capable of adequately protecting themselves when threatened, such as a reek or Corellian sand panther. If the wearer was so inclined, modi cations to the armor included systems designed to better emulate the creature in question, such as built-in macrobinoculars or retractable claws. Sith alchemy was used in the creation of the armor, and they usually wore gray cloaks over it. The Jensaarai also used the force to attune their armor. The construction of the armor was a deeply personal a air, and was as much of an art form as lightsaber construction, requiring just as much dedication and skill, used in the Jensaarai as the transition from apprentice to full 'knight'. The Jensaarai were also able to use a unique power they called ballistakinesis. This power involved hurling a collection of small, usually harmless objects, such as coins or pebbles, and using the Force to accelerate their velocity to lethal speeds.

JENSAARAI APPRENTICE Medium humanoid (human), lawful balanced

Armor Class 17 (Jensaarai enhanced armor) Hit Points 64 (8d8+28) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

16 (+3)

16 (+3)

10 (+0)

17 (+3)

9 (-1)

Saving Throws Dex +6, Con +7, Wis +7 Damage resistance energy from unenhanced weapons Skills Athletics +7, Perception +6, Stealth +6 Senses passive Perception 14 Languages Galactic Basic Challenge 5 (1,800 XP) Jensaari armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, re & cold attacks by 6 anytime it is damaged Forcecasting. The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, level 5 caster 20 force points). It can innately cast the following Force Powers: At will: force pull/push, force disarm, saber reflect 1st level: force throw, force jump, phase strike 2nd level: animate weapon, phase walk, force camouflage

ACTIONS Multiattack. The Jensaarai Apprentice makes two attacks with its Martial lightsaber Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) energy damage Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 15 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

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Villains

JENSAARAI DEFENDER

Forcecasting. The Jensaarai’s innate Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks level 9 caster 36 points). It can innately cast the following Force Powers:

Medium humanoid (human), lawful balanced

Armor Class 18 (Jensaarai enhanced armor) Hit Points 91 (14d8+28) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

16 (+3)

16 (+3)

10 (+0)

18 (+4)

12 (+1)

At will: force pull/push, force disarm, saber reflect 1st level: force throw, force jump, phase strike 2nd level: animate weapon, phase walk, force camouflage 3rd level: telekinetic storm, sever force, knight speed 4th level: improved force camouflage

ACTIONS Multiattack. The Jensaarai makes two attacks with its Martial lightsaber and one Ballistakinesis attack

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

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

Jensaari armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, re & cold attacks by 8 anytime it is damaged

JENSAARAI SAARAI-KAAR

Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one.

Forcecasting. The Jensaarai’s Force casting ability is Wisdom (spell save DC 17, +9 to hit with power attacks caster, 44 points). It knows the following Force Powers:

Medium humanoid (human), lawful balanced

Armor Class 19 (Jensaarai enhanced armor) Hit Points 180 (24d8+72) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

18 (+4)

16 (+3)

10 (+0)

20 (+5)

12 (+1)

Saving Throws Dex +8, Con +7, Wis, +9 Damage resistance energy from unenhanced weapons Skills Athletics +10, Perception +9, Stealth 8 Senses passive Perception 19 Languages Galactic Basic Challenge 15 (13,000 XP) Jensaari Armor. The Jensaarai can reduce damage taken from kinetic, energy, ion, re & cold attacks by 9 anytime it is damaged.

At will: force pull/push, force disarm, saber reflect 1st level: force throw, force jump, phase strike 2nd level: animate weapon, phase walk, force camouflage 3rd level: telekinetic storm, sever force, knight speed 4th level: improved force camouflage 5th level: improved phasestrike, improved phasewalk, mass animation

ACTIONS Multiattack. The Jensaarai makes three attacks with its Martial lightsaber and one Ballistakinesis attack Martial Lightsaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) energy damage. Ballistakinesis. The Jensaarai calls upon the force to hurl small debris at targets within a 30ft cone. Each creature within the 30 foot cone must make a DC 17 Dexterity saving throw. A creature takes 6d8 kinetic damage on a failed save, or half as much as on a successful one.

Villains

89

KELL DRAGON Kell dragons are quadrupedal predators sometimes utilized in disposing of captives by crimelords and Dark Jedi. Biology and Appearance. Kell dragons are hardy creatures related to the much larger krayt dragons indigenous to Tatooine, and like their larger cousins, are most comfortable in deserts. The squat, scaly reptilians walk on four three-clawed legs. Their roughly triangular heads hold piercing yellow eyes, and jaws that are lled with sharp teeth that jut out when their mouths are closed. Three rows of spikes run down the beasts' backs to the ends of their tails. Behavior. Kell dragons generally attempt to neutralize their targets by biting with their toothy jaws. They can jump forward in order to deliver bites to particularly elusive prey. History. During the Galactic War, Dread Master Styrak had a pet kell dragon on the planet of Darvannis. A number of kell dragons lived on Ruusan. While rare, they were the planet's most dangerous predator, and were found most commonly near the fabled Valley of the Jedi. There, they posed a threat to both archaeologists and those attempting to make a pilgrimage to the Valley. No one knew if they were indigenous to the world or had been introduced by the Sith. Jabba the Hutt kept several as pets aboard the Star Jewel, and would feed prisoners to the kell dragons for entertainment. Kyle Katarn was intended to be the victim of Jabba's favorite dragon, but the mercenary was able to defeat the beast with his bare hands. Upon escaping the dragon's den and retrieving his weapons, he proceeded to exterminate Jabba's entire complement of the beasts in his search for Rebel agent Jan Ors. The Dark Jedi Jerec had one kell dragon in captivity at his private palace at the city of Barons Hed.

90

KELL DRAGON, ADULT Large beast, unaligned

Armor Class 17 (natural armor) Hit Points 170 (20d10+60) Speed walk 40 ft., burrow 60 ft., swim 25 ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

14 (+2)

17 (+3)

6 (-2)

12 (+1)

10 (0)

Saving Throws Str +10 , Dex +6 , Con +7 Skills Perception +9 , Survival +9 Damage Resistances Kinetic damage Senses darkvision 120 ft, passive Perception 19 Languages N/A Challenge 12 (8,400 XP) Aggressive. As a bonus action, the Kell Dragon can move up to its speed toward an enemy that it can see or hear. It must end this move closer to the enemy than it started. Amphibious. The Kell Dragon can breathe air and water.

ACTIONS Multiattack. The Kell Dragon makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) kinetic damage. Target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the Kell Dragon. Grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage. Destructive Swipe (Recharge 5-6). The Kell Dragon swipes with its claws in a 10-foot line that is 15 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) kinetic damage on a failed save, or half as much damage on a successful one.

KILLIKS Killiks, who refer to themselves as the Kind, are a sentient hive mind insectoid species native to Alderaan. Killiks vary greatly in size, form and function though all share a similar genetic code. Killiks are a genetically diverse population of intelligent insects with their society being composed of hives that are known as nests. They possess the ability to communicate through each other through a variety of means that include pheromones, electromagnetic transmissions, and also long distance telepathy. Biology. The Killiks are social insects and come in several di erent types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks are as large as starships whilst others such as ngerlings are as small as mites. Typically Killiks are Human-sized hive creatures with four arms each ending in a powerful three- ngered claw. All Killiks start as small larvae. After that, their size can vary, though a hive is usually one size. The majority of the Killik race are females with a few males. A single Killik is able to lay a thousand eggs in a month, with those eggs growing into battle-ready warriors in a year. Society. Society amongst the Killiks consist of a collection of hive minds with di erent personalities. Individual Killiks have no sense of self with each capable of unquestionably sacri cing itself for the bene t of the nest. Killiks are unable to comprehend the value that other species place on individuals. Leading to di culty in interacting with other species. Hive Mind. The Killiks have a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest is virtually one individual. Whatever the collective mind knows, the entirety of the Killiks knows.

In order to participate in the collective mind, an individual needs to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn. Joiners. Their telepathic connection is capable of extending to other species which include noninsectoids who become Joiners. These individuals lose their independent will once they become absorbed into the hive-mind. This is caused by being exposed to the large amounts of pheromones that the Killiks secrete that can change a person's brain structure. It is possible to medically reverse the Joining process. However, most Joiners refuse to willingly submit to the procedure.

KILLIK SOLDIER Medium sentient creature (Killik), lawful balanced

Armor Class 17 (hardened carapace) Hit Points 60 (8d8+24) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

18 (+4)

16 (+3)

10 (+0)

16 (+3)

8 (-1)

Condition Immunities charmed, frightened Skills Athletics +6, Lore + 4, Perception +7, Senses passive Perception 17 Languages Galactic Basic, Killik Challenge 4 (1,100 XP) Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see. Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range. Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated. Martial Advantage. Once per turn, the Killik can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 30 feet of an ally of the Killik that isn't incapacitated Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

ACTIONS Multiattack. The Killik makes two weapon attacks. Slugthrower Ranged Weapon Attack. +6 to hit, range 100/400, one target. Hit 7 (1d8+4) energy damage. Vibropike Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 9 (1d10 + 4)

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KILLIK GOROG ASSASSIN Medium sentient creature (Killik), lawful balanced

KILLIK AEBEA FLYER

Armor Class 16 (hardened carapace) Hit Points 31 (6d8+0) Speed 30ft.

Small sentient creature (Killik), lawful balanced

Armor Class 16 (hardened carapace) Hit Points 44 (8d8+8) Speed 30ft., y 40ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

10 (+0)

18 (+4)

8 (-1)

Condition Immunities charmed, frightened Skills Lore + 4, Perception +8, Stealth +5 Senses passive Perception 18 Languages Galactic Basic, Killik Challenge 4 (1,100 XP) Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see. Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range. Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated. Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

ACTIONS Multiattack. The Killik makes two weapon attacks. Slugthrower Ranged Weapon Attack. +8 to hit, range 100/400, one target. Hit 7 (1d8+3) energy damage. Net (3/day). Ranged Weapon Attack: +5 to hit, range 15ft.. A Large or smaller creature hit by a net is restrained until it is freed. A net has no e ect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s e ects. While a creature is restrained by a net, you can make no further attacks with it.

92

STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

10 (+0)

18 (+4)

8 (-1)

Condition Immunities charmed, frightened Skills Lore + 4, Perception +8, Stealth +7 Senses passive Perception 18 Languages Galactic Basic, Killik Challenge 4 (1,100 XP) Cunning Action. On each of The Killik's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range. Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll. Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit. Strong-Legged. When the Killik makes a long jump, it can leap up to 36ft. When the Killik makes a high jump it can leap up to 11 ft in the air. Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

ACTIONS Multiattack. The Killik makes two weapon attacks. Slugthrower Ranged Weapon Attack. +6 to hit, range 100/400, one target. Hit 7 (1d8+3) energy damage. Techblade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6+3)

KILLIK REKKER Large sentient creature (Killik), lawful balanced

Armor Class 15 (hardened carapace) Hit Points 135 (18d8+54) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

14 (+2)

16 (+3)

10 (+0)

16 (+3)

8 (-1)

Condition Immunities charmed, frightened, stunned Skills Athletics +6, Lore + 4, Perception +7, Senses passive Perception 17 Languages Galactic Basic, Killik Challenge 8 (3,900 XP) Aggressive. As a bonus action, the Killik can move up to its speed toward a hostile creature it can see. Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range. Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated. Strong-Legged. When the Killik makes a long jump, it can leap up to 44ft. When the Killik makes a high jump it can leap up to 11 ft in the air Telepathy. The Killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.

ACTIONS Multiattack. The Killik makes three attacks. Unarmed Strike Melee Weapon Attack: + to hit, reach 5ft., one target. Hit 15 (2d8+6) and the target is grappled. Rend (1/turn). The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8+6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.

93

LEVIATHANS The Leviathans are an ancient species of bioengineered serpentine creatures created by fallen Dark Jedi during the Hundred-Year Darkness. Some sources speculate that they may have been created by Karness Muur; however, Sorzus Syn took credit for their creation in her chronicle. Biology and Appearance. Leviathans are large, carnivorous reptiles, created to roam the battle elds as living superweapons and draw the life energies of enemy soldiers into blister traps that dot their wide backs. They are hatched from eggs, and young Leviathans appear serpentine with no limbs, eyes, or even the species' signature blister traps. Despite this, Leviathans are aggressive towards other living organisms even at this stage of their lives. As adults, Leviathans develop into large bipedal creatures with four smaller forelimbs and two tentacles around the jaws. The hide of an adult Leviathan is incredibly tough, and enables them to even travel through lava unscathed. During their adult stage, Leviathans also develop several blister traps used to store the life energies of their prey. When they kill a being, they absorb all of the victim's life force and knowledge. Even if a being is freed from the creature's blister traps, the victim is rapidly aged and weakened. Adult Leviathan can also interfere with the Sense abilities of Force-sensitives, causing the victim to hear screams, develop headaches and trigger obsessive behavior centered around making the pain stop. Adult Leviathans have long tentacles surrounding a gaping maw lled with rows of long teeth, two sets of eyes—one atop the other—and four nostrils in a similar arrangement. Leviathans are capable of projecting re, which help engender their fearsome reputation. While those Leviathans on Corbos had purple skin, their o shoots on Kesh had a bluish-green hue to their skin. Leviathans as a species are capable of hibernating for millennia but can be awakened when prey was around. Leviathans can be slain through sustained lightsaber strikes. While their large size gives them an advantage over most other lifeforms in close-quarter scenarios, Leviathans can also be destroyed by concentrated re from turbolaser cannons and even Force lightning. As with many other sentient and nonsentient lifeforms, Leviathans can also be electrocuted. Behavior. Despite its massive girth, the Leviathan has incredible speed and is capable of outrunning its prey. The beast actively hunts its prey, and when it traps them within its tendrils, the blister traps resonate with a bright blue aura as it begins to drain the life energy and knowledge of its prey. The Leviathan hunts a diverse range of species including Humans, Rodians, Keshiri, S'kytri and even non-sapient creatures like uvaks. After digesting the life essences of their prey, the Leviathans also absorb their knowledge and intelligence, which can be accessed by whoever controlls them. Should the beast be directly attacked by other beings, the Leviathan relies on its mass, teeth, and tendrils for self-defense.

94

Villains

Despite their size and strength, the Leviathans only have the cognitive intelligence and reasoning of a nonsentient pet. They regard all other beings and animals as prey to be devoured and lacks any form of intelligent speech. Instead, the Leviathans communicate through grunts and roars. The Dark Jedi Baron Remulus Dreypa used a Sith amulet to direct and control the Leviathans on Kesh. Even those not controlled by a master still pose a danger to other beings. Several Leviathans on Corbos were known to hibernate for millennia and then emerge whenever they sensed the presence of a large number of prey. History. This species was created during the Hundred-Year Darkness and therefore predated the Lords of the Sith and must have been created by darkside alchemy discovered independently from Sith Alchemy. For this reason, they can be more accurately referred to as "dark-side spawn." However, the term Sithspawn has become a popular phrase during much of history. The Dark Jedi and future Sith priestess Sorzus Syn stated that her work creating Howler, Shambler, Pit Horror creatures eventual culminated in the creation of Leviathans. Her experiments with Leviathans would later help her master and improve Sith Alchemy. One specimen, called Krespuckle the Ever-Hungry, became her personal favorite. Leviathans were primarily created by the Exiles to reinforce the Dark Jedi armies towards the end of the war. Following the Battle of Corbos in 6900 BBY, Leviathans virtually disappeared from the galaxy. A small remnant population managed to survive undetected on Corbos. Growing increasingly feral, these survivors only emerged whenever colonists attempted to establish themselves on the planet. In the succeeding millennia, numerous groups of colonists would be wiped out, their disappearances considered a mystery. Meanwhile, these Dark Jedi were exiled by the Jedi Order into the Stygian Caldera where they forged the Sith Empire. The Sith priestess Sorzus Syn also established a laboratory where she grew several Leviathan larvae.

SEA LEVIATHAN The Sea Leviathan is an aquatic beast specially bred by the Givin Vul Isen, a scientist of Darth Krayt's One Sith Order, for life in the deep seas of the Outer Rim planet of Dac. It is a creature of considerable length and mass, having pectoral ns that were on either side near its chin, as well as a taloned caudal n for propelling itself through the waters. The Sea Leviathan has a gaping maw lled with rows of long teeth. Like its terrestrial cousin, it has two sets of yellow eyes and four nostrils. The Sea Leviathan has a green hide. Cranial horns are situated on either side of its face and head, which give way to the rows of blister pods that begin at the creature's neck and continue down the length of its entire body. The pods serve as siphons of life-energy, as well as being the Sea Leviathan's primary means of attack.

Behavior. Despite its considerable girth, the Sea Leviathan has incredible speed; it is often able to outswim its prey and is even able to keep pace with underwater attack craft. The beast actively hunts its prey, and when in close proximity, the blister pods resonate with a sickly green aura as they began to drain the life of the intended target. Due to Vul Isen's special engineering, however, the Sea Leviathan only activated its blister pods when hunting Mon Calamari and did not use them when combating other sentient or non-sentient species. Should the beast be attacked by other creatures or beings, it relied only on its size, speed, and teeth as a means of defense.

History. Sea Leviathans are not a natural occurrence, but are instead a variation of the terrestrial Leviathan that was created through alchemical practices millennia before by the exiled Dark Jedi of the Hundred-Year Darkness. In accordance with Darth Krayt's ordered extermination of the Mon Calamari species, Sith scientist Vul Isen engineered a semisentient beast that was not only indulgent upon the life energy of its victims but was also able to assimilate their sentience as well. Each absorbed life allowed the Sea Leviathan to think more like a Mon Calamari; it then instinctively located them in their dwellings and commenced massacring them in kind. The power of the Force was required to bring the beast to life. Through their mastery of the dark side, Vul Isen and his colleague, the Quarren Sith Lord Darth Azard, imprinted parts of their own consciousness onto the Sea Leviathan's mind to awaken it from its vegetative slumber. Villains

95

LEVIATHAN Gargantuan aberration (sithspawn), chaotic evil

Armor Class 21 (natural armor) Hit Points 463 (25d20+200) Speed 50 ft., burrow 30 ft., climb 40 ft. STR

DEX

CON

INT

WIS

CHA

30 (+10)

12 (+1)

27 (+8)

3 (-4)

18 (+4)

22 (+6)

Saving Throws Str +18, Con +16 Skills Athletics +18, Survival +12, Intimidation +14 Damage Resistances necrotic Damage Immunities re, unenhanced kinetic Condition Immunities frightened, paralyzed, poisoned Senses blindsight 60 ft., truesight 120 ft., passive Perception 14 Languages Sith (does not speak) Challenge 25 (75,000 XP) Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced. Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the e ect. Siege Monster. The leviathan deals double damage to objects and structures. Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.

ACTIONS Multiattack. The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) kinetic damage.

96

Villains

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) kinetic damage. If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other e ects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 26 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target. Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a creature's saving throw is successful or the e ect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6). The leviathan exhales re in a 90foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) re damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. Tentacle. The leviathan makes a tentacle attack. Life Drain (Costs 2 Actions). Each creature grappled by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not a ect droids.

SEA LEVIATHAN

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) kinetic damage plus 9 (2d8) necrotic damage. If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.

Gargantuan aberration (sithspawn), chaotic evil

Armor Class 21 (natural armor) Hit Points 463 (25d20+200) Speed swim 90 ft. STR

DEX

CON

INT

WIS

CHA

30 (+10)

14 (+2)

27 (+8)

5 (-3)

18 (+4)

20 (+5)

Saving Throws Str +18, Con +16 Skills Athletics +18, Survival +12, Intimidation +13 Damage Resistances necrotic, re Damage Immunities acid, unenhanced kinetic Condition Immunities frightened, paralyzed, poisoned Senses blindsight 60 ft., truesight 120 ft., passive Perception 14 Languages Sith (does not speak) Challenge 25 (75,000 XP) Blister Pods. The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced. Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the e ect. Siege Monster. The leviathan deals double damage to objects and structures. Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans. Water Breathing. The leviathan can breathe only underwater.

ACTIONS

Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a creature's saving throw is successful or the e ect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours. Lightning Storm. The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either. Tidal Wave (Recharge 6). While submerged, the leviathan creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6d10) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the e ect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.

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

Multiattack. The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.

Bite. The leviathan makes a bite attack.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) kinetic damage.

Lightning Storm (Costs 2 Actions). The leviathan uses Lightning Storm.

Tail. The leviathan makes a tail attack.

Villains

97

THE MANDO'ADE The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice. History. In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually bene cial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic. Six Actions. These six tenets de ned what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways. Armor. Known as beskar'gam, meaning "iron skin," Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender. The speci c design of Mandalorian armor evolved over time, gaining more sophisticated features over the years. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with di erent colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns.

MANDALORIAN INITIATE Medium humanoid, lawful neutral

Armor Class 16 (weave armor) Hit Points 33 (6d8+6) Speed 30ft STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

12 (+1)

14 (+2)

11 (+0)

Saving Throws Dexterity +5 Skills Perception +4, Survival +4 Senses darkvision 60 ft, passive Perception 14 Languages Galactic Basic, Mando'a Challenge 2 (450 XP) Agressive. As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see. Keen Hearing and Sight. The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight. Mandalorian Tech. The initiate deals one extra die of damage with its weapons (included).

Adding beskar armor

To simulate Beskar'gam, add the Regulated armor property to any statblock. Regulated: When you are wearing armor or wielding a shield with the regulated property and a creature rolls the maximum on a weapon damage die against you, they must reroll and use the new roll, even if the new roll is the maximum on the weapon damage die.

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The Mando'ade

ACTIONS Multiattack. The initiate soldier makes two weapon attacks. Blaster Carbine. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 10 (2d6+3) energy damage. Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

MANDALORIAN SOLDIER

MANDALORIAN SCOUT Medium humanoid, Lawful Neutral

Medium humanoid, lawful neutral

Armor Class 16 (mesh armor, light shield generator) Hit Points 39 (7d8+6) Speed 30ft

Armor Class 17 (weave armor, light shield generator) Hit Points 59 (9d8+18) Speed 30ft

STR 12 (+1)

DEX 16 (+3)

CON 12 (+1)

INT 14 (+2)

CHA

STR

DEX

CON

INT

WIS

CHA

11 (+0)

14 (+2)

16 (+3)

14 (+2)

14 (+2)

14 (+2)

11 (+0)

WIS 16 (+3)

Saving Throws Dexterity +5 Skills Acrobatics +5, Nature +5, Perception +5, Piloting +4, Stealth +5, Survival +5 Senses darkvision 60 ft, passive Perception 15 Languages Galactic Basic and Mando'a Challenge 2 (450 XP) Aggressive. As a bonus action, the scout can move up to its speed toward a hostile creature that it can see. Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Mandalorian Tech. The scout deals one extra die of damage with its weapons (included).

ACTIONS Multiattack. The scout makes two weapon attacks and throws an electrostun grenade, if available. Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 10 (2d6+3) energy damage. Hidden blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage. Electrostun Grenade (3/Day). The scout throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 3 (1d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

Saving Throws Strength +4, Dexterity +5 Skills Athletics +4, Perception +4, Survival +4 Senses darkvision 60 ft, passive Perception 11 Languages Galactic Basic, Mando'a Challenge 4 (1,100 Xp) Aggressive. As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see. Brave. The captain has advantage on saving throws against being frightened. Keen Hearing and Sight. The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight. Mandalorian Tech. The soldier deals one extra die of damage with its weapons (included).

ACTIONS Multiattack. The soldier makes two weapon attacks and throws a fragmentation grenade, if available. Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range 100/400 ft, one target. Hit: 12 (2d8+3) energy damage. Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage. Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

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99

MANDALORIAN COMMANDO Medium humanoid, lawful neutral

Armor Class 18 (weave armor, light shield generator) Hit Points 72 (11d8+22) Speed 30ft, y 30ft STR

DEX

CON

INT

WIS

CHA

12 (+1)

18 (+4)

14 (+2)

14 (+2)

16 (+3)

11 (+0)

Saving Throws Dexterity +7, Wisdom +6 Skills Acrobatics +5, Perception +6, Piloting +4, Stealth +7, Survival +6 Senses darkvision 60 ft, passive Perception 16 Languages Galactic Basic and Mando'a Challenge 5 (1,800 Xp) Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see. Brave. The commando has advantage on saving throws against being frightened. Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight. Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a ying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. Mandalorian Tech. The commando deals one extra die of damage with its weapons (included). Moderately Armored. While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).

ACTIONS Multiattack. The commando makes two weapon attacks and res a jetpack rocket or uses their wrist amer, if available. Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 11 (2d6+4) energy damage. Hidden blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. Fragmentation Grenade (3/Day). The soldier throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Jetpack Rocket (1/Day). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage, and each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save. Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) re damage or half as much on a successful one. The re spreads around corners and ignites ammable objects in the area that aren’t being worn or carried.

100

The Mando'ade

MANDALORIAN INFILTRATOR Medium humanoid, lawful neutral

Armor Class 17 ( ber armor) Hit Points 85 (13d8+26) Speed 30ft STR

DEX

CON

INT

WIS

CHA

13 (+1)

20 (+5)

14 (+2)

16 (+3)

18 (+4)

11 (+0)

Saving Throws Dexterity +8, Wisdom +7 Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7 Senses darkvision 60 ft, passive Perception 17 Languages Galactic Basic and Mando'a Challenge 6 (2,300 Xp) Ambusher. The in ltrator has advantage on attack rolls against any creature it has surprised. Brave. The captain has advantage on saving throws against being frightened. Cunning Action. On each of its turns, the in ltrator can use a bonus action to take the Dash, Disengage, or Hide action. Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mandalorian Tech. The in ltrator deals one extra die of damage with its weapons (included in the attack). Sneak Attack (1/Turn). The in ltrator deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the in ltrator that isn't incapacitated and the in ltrator doesn't have disadvantage on the roll. Tech-Casting. The in ltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 23 tech points. The in ltrator knows the following tech powers: At will: assess the situation, combustive shot, encrypted message, minor hologram, rime shot 1st level: alarm, element of surprise, gleaming outline, smoke cloud 2nd level: concealed caltrop, infiltrate, smuggle 3rd level: invisibility to cameras

ACTIONS Multiattack. The in ltrator makes two weapon attacks. Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 18 (2d12+5) energy damage. Hidden blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) kinetic damage.

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101

MANDALORIAN HEAVY GUNNER

MANDALORIAN ENFORCER

Medium humanoid, lawful neutral

Medium humanoid, lawful neutral

Armor Class 17 (composite armor) Hit Points 91 (14d8+28) Speed 30ft

Armor Class 19 (composite armor, medium shield generator) Hit Points 136 (16d8+64) Speed 30ft

STR

DEX

CON

INT

WIS

CHA

15 (+2)

18 (+4)

16 (+3)

12 (+1)

14 (+2)

11 (+0)

Saving Throws Dexterity +7, Constitution +6 Skills Athletics +5, Perception +5, Survival +5 Senses darkvision 60 ft, passive Perception 15 Languages Galactic Basic, Mando'a Challenge 7 (2,900 Xp) Aggressive. As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees. Brave. The captain has advantage on saving throws against being frightened. Mandalorian Tech. The heavy gunner deals one extra die of damage with its weapons (included).

ACTIONS Multiattack. The heavy gunner makes two attacks with its blaster cannon or bash. Blaster cannon burst. The heavy gunner sprays a 10-footcube area within range (range 100/400) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12+4) energy damage on a failed save, or half as much on a successful one. Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

15 (+2)

18 (+4)

12 (+1)

14 (+2)

14 (+2)

Saving Throws Strength +7, Constitution +6 Skills Athletics +7, Intimidation (Strength) +7, Perception +5, Survival +5 Senses darkvision 60 ft, passive Perception 15 Languages Galactic Basic, Mando'a Challenge 6 (2,300 XP) Aggressive. As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see. Brave. The enforcer has advantage on saving throws against being frightened. Mandalorian Tech. The enforcer deals one extra die of damage with its weapons (included).

ACTIONS Multiattack. The enforcer makes two vibroblade attacks and one shield bash. Vibroblade. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS Intercept. When a creature the enforcer sees attacks a target other than itself that is within 5 feet of itself, it can use its reaction to impose disadvantage on the attack roll.

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The Mando'ade

MANDALORIAN CAPTAIN

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

Medium humanoid, lawful neutral

Armor Class 18 (composite armor) Hit Points 150 (20d8+60) Speed 30ft, y 30 ft STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4)

16 (+3)

16 (+3)

18 (+4)

16 (+3)

Saving Throws Dexterity +8, Wisdom +8 Skills Acrobatics +8, Intimidation +7, Perception +8, Persuasion +7, Survival +8 Condition Immunities charmed, frightened Senses darkvision 60 ft, passive Perception 18 Languages Galactic Basic, Mando'a Challenge 11 (7,200 XP) Aggressive. As a bonus action, the captain can move up to its speed toward a hostile creature that it can see. Brave. The captain has advantage on saving throws against being frightened. Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a ying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. Mandalorian Tech. The captain deals one extra die of damage with its weapons (included). Moderately Armored. While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks. Two Weapon Mastery. The captain adds it's ability modi er to two-weapon ghting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

ACTIONS Multiattack. The captain makes three weapon attacks with its heavy pistol and can make two o hand heavy pistol attacks as a bonus action, or res a jetpack rocket and uses their wrist missile or wrist amer, if available. Heavy pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8+4) energy damage. Offhand Heavy pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8+4) energy damage. Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 14 (3d6+4) kinetic damage, and each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save. Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) re damage or half as much on a successful one. The re spreads around corners and ignites ammable objects in the area that aren’t being worn or carried. Wrist Missile (3/Day) Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 11 (2d6+4) kinetic damage, and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

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

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103

MANDALORIAN PYROTECH

Tactical Technology. When the mandalorian casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Medium humanoid, lawful neutral

Armor Class 19 (composite armor, light shield generator) Hit Points 117 (18d8+36) Speed 30ft, y 30 ft STR

DEX

CON

INT

WIS

CHA

13 (+1)

16 (+3)

14 (+2)

18 (+4)

16 (+3)

12 (+1)

Skills Perception +7, Survival +7, Technology +8 Saving Throws Dexterity +7, Intelligence +8 Damage Resistance re Condition Immunities charmed, frightened Senses darkvision 60 ft, passive Perception 17 Languages Galactic Basic and Mando'a Challenge 10 (5,900 Xp) Aggressive. As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. Keen Hearing and Sight. The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight. Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a ying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. Mandalorian Tech. The mandalorian deals one extra die of damage with its weapons (included). Moderately Armored. While wearing medium armor, the artiste adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks. Personal Barrier. The mandalorian has a personal barrier that has 10 hit points. Whenever the mandalorian takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the mandalorian takes the remaining damage. Whenever the mandalorian casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.

104

The Mando'ade

Tech-Casting. The mandalorian is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with tech attacks) and it has 44 tech points. The mandalorian knows the following tech powers: At will: assess the situation, combustive shot, jet of flame 1st level: energy shield, flame sweep, oil slick, ring of fire 2nd level: electromesh, magnetic field, overheat, pyrotechnics 3rd level: explosion, flaming shots, kolto cloud, sabotage charges, tech overide 4th level: ballistic shield, elemental accelerant 5th level: immolate Technological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

ACTIONS Multiattack. The mandalorian makes one weapon attack with its blaster carbine or tech blast. Blaster carbine. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage. Tech Blast. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 13 (2d8+4) energy damage.

MANDALORIAN EXPLOSIVES ARTISTE

Mandalorian Tech. The artiste deals one extra die of damage with its weapons (included).

Medium humanoid, lawful neutral

Armor Class 17 (mesh armor, light shield generator) Hit Points 137 (21d8+42) Speed 30ft, y 30 ft STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

14 (+2)

20 (+5)

17 (+3)

15 (+2)

Saving Throws Dexterity +10, Intelligence +10. Wisdom +8 Skills Acrobatics +10, Deception +7, Investigation +8, Perception +8, Piloting +10, Sleight of Hand +10, Survival +8, Stealth +10, Technology +10 Condition Immunities charmed, frightened Senses darkvision 60 ft, passive Perception 18 Languages Galactic Basic and Mando'a Challenge 12 (8,400 Xp) Aggressive. As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see. Explosives Expert. As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included in the attack). Keen Hearing and Sight. The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight. Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a ying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. Legendary Resistance (3/Day). If The artiste fails a saving throw, he can choose to succeed instead.

Moderately Armored. While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included). Tactical Technology. When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw. Tech-Casting. The artiste is a 8th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 37 tech points. The artiste knows the following tech powers: At will: assess the situation, on/off 1st level: element of surprise, energy shield, flash, homing rockets, smoke cloud, spot the weakness, stack the deck, tranquilizer 2nd level: concealed caltrops, detect traps, electromesh, magnetic field, overheat, shatter 3rd level: debilitating gas, diminish tech, explosion, fabricate trap, kolto cloud, sabotage charges, scramble interface 4th level: salvo, sensor probe Two Weapon Mastery. The artiste adds it's ability modi er to two-weapon ghting damage. Additionally the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).

ACTIONS Multiattack. The artiste makes one weapon attack with its blaster pistol, one o hand blaster pistol attack and throws a grenade or res a jetpack rocket, if available. Blaster pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage. Offhand Blaster pistol. Ranged Weapon Attack: +10 to hit, range 40/160 ft., one target. Hit: 12 (2d6+5) energy damage. Fragmentation Grenade (6/Day). The artiste throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 15 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage on a failed save, or half as much as on a successful one.

Paint Grenade (4/Day). The artiste throws a grenade lled with paint, choosing a point within 35 ft. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded, a creature can use its action to wipe away the paint removing the condition.

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MANDALORIAN HUNTER

ACTIONS

Medium humanoid, lawful neutral

Multiattack. The Hunter makes three weapon attacks and uses its whistling birds, wrist amer, wire restraint, or throws a detonator.

Armor Class 18 (composite armor) Hit Points 112 (15d8+45) Speed 30ft, y 30 ft

Sniper Rifle. Ranged Weapon Attack: +11 Bonus to hit, range 150/600 ft, one target. Hit: 19 (2d12+6) energy damage.

STR

DEX

CON

INT

WIS

CHA

15 (+2)

22 (+6)

16 (+3)

18 (+4)

20 (+5)

14 (+2)

Saving Throws Dexterity +11, Wisdom +10 Skills Acrobatics +11, Insight +10, Perception +10, Piloting +9, Stealth +11, Survival +10 Damage Resistances kinetic and energy damage from unenhanced weapons Condition Immunities charmed, frightened Senses darkvision 60 ft, passive Perception 20 Languages Galactic Basic, Mando'a Challenge 14 (11,500 XP) Aggressive. As a bonus action, the Hunter can move up to its speed toward a hostile creature that it can see. Brave. The Hunter has advantage on saving throws against being frightened. Close Quarters Shooter. When the Hunter attacks, it can choose to make ranged weapon attacks without its pro ciency bonus, it can then use a bonus action to make an additional ranged weapon attack, also without its pro ciency bonus. Mandalorian Tech. The artiste deals one extra die of damage with its weapons (included). Moderately Armored. While wearing medium armor, the heavy gunner adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks. Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the Hunter has a ying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes. Keen Hearing and Sight. The Hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight. Ranger's Quarry. The Hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to nd its quarry while it’s on the same planet. Legendary Resistance (3/Day). If The Mandalorian fails a saving throw, he can choose to succeed instead. Sharpshooter. The Hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.

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Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 15 (2d8+6) energy damage. Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) kinetic damage. Thermal detonator. (3/Day). The Hunter throws a grenade, at a point within 40 ft. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) re and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. Whistling Birds (4/Day) The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) re damage to its target. The explosives all strike simultaneously, and can hit one creature or several. Wire Restraint. The Hunter uses its wire restraint on one creature within range. Ranged Weapon Attack: +11 to hit, range 30 ft., one target. On a hit the target is grappled. On the targets turn, it can use a it's action to make a DC 15 Strength check to break the wire. Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5foot wide line must make a DC 13 Dexterity saving throw, taking 4 (1d8) re damage or half as much on a successful one. The re spreads around corners and ignites ammable objects in the area that aren’t being worn or carried.

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MAND'ALOR Mand'alor, rendered as Mandalore in Galactic Basic, was the title assumed by the sole leader of the Mandalorian people. Their Protectors established a balance of control in the Mandalorians' warrior clan society. At some point prior to the Clone Wars, a Mand'alor known as Mandalore The Great waged a series of con icts against the Jedi Order. The Mandalorian Jedi, Tarre Vizsla, once ruled all of Mandalore, and a descendant, Pre Vizsla, leader of the Mandalorian splinter group Death Watch, took the title of Mand'alor during his takeover of Mandalore, the Mandalorian homeworld, but the title became vacant when Vizsla was killed in a duel with Maul. During the reign of the Galactic Empire, the former Mandalorian super commando Gar Saxon, had wished to be Mand'alor and rule over the Mandalorians. The leader of the Protectors, Fenn Rau, claimed Saxon had no honor, thus Saxon was unable to claim the title. He was, however, installed as Viceroy of Mandalore by Emperor Palpatine. After Gar Saxon's death, his brother, Governor Tiber Saxon, succeeded him and wished to gain control of all of Mandalore, but was killed before he could achieve his goal after Sabine Wren returned to Mandalore with her clan and the Darksaber to free her father. After Saxon's death, Sabine Wren passed down the Darksaber to Lady Bo-Katan Kryze, who accepted the Darksaber from Wren and with the support of clans Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Protectors, represented by Rau, stepped into the role of Mand'alor to unite the Mandalorian people against the Empire.

PROMINENT MAND'ALORS TARRE VIZSLA Tarre Vizsla was the rst Mandalorian accepted into the Jedi Order of the Old Republic. During his time as a Jedi, Vizsla created the Darksaber, which was seen as a one of a kind lightsaber. Vizsla eventually became Mand'alor. After his passing, Vizsla was honored with a statue of himself on Mandalore. His darksaber was kept at the Jedi Temple on Coruscant. However, it was stolen by members of House Vizsla. It was used by members of the House and Clan Vizsla to unify the people and strike down their enemies. The Darksaber was an ancient and unique blackbladed lightsaber created by Tarre Vizsla, the rst Mandalorian ever inducted into the Jedi Order, prior to 1019 BBY. The weapon was kept in the Jedi Temple after Vizsla's passing, but members of House Vizsla stole the saber in a con ict with the Jedi during the fall of the Old Republic. The Darksaber was passed down, generation to generation, by the ancestors of Pre Vizsla, who held onto the weapon even after the paci st ideals of the New Mandalorians replaced the warrior ways of Mandalore.

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PRE VIZSLA Pre Vizsla was the leader of the terrorist Mandalorian faction known as Death Watch. Following Mandalore's Civil War, Vizsla became leader of Death Watch and attempted to overthrow the New Mandalorians' leadership in order to restore Mandalore's warrior past, seeing duch*ess Satine as a tarnish to Mandalorians. Vizsla's reign as Mand'alor was cut short when Maul and his brother broke out of prison with the former prime minister Almec. In the Sundari's Royal Palace's throne room, Maul challenged Vizsla for leadership, which Vizsla accepted and handled Maul his lightsaber. At rst, Vizsla had the upper hand in his duel with Maul by using his jetpack and blasters. However, Maul was able to defeat Vizsla. Vizsla, accepting his defeat, gave Maul the darksaber and was beheaded in front of the Death Watch. BO-KATAN KRYZE During the subsequent civil war and the siege, Kryze was named Lady of House Kryze and Regent of Mandalore by the Jedi. However, the Republic was reorganized into the Galactic Empire, and Kryze was forced out of power by Clan Saxon. However, in 2 BBY, Kryze chose to ally her House with Clan Wren when they chose to resist the Empire. However, when Sabine Wren gave her the Darksaber, Kryze refused due to her failing as Regent. With Clan Wren, she was able to free Sabine's father Alrich Wren. Unfortunately, Kryze learned that the Empire, under Governor Tiber Saxon, had rebuilt the Arc Pulse Generator (a weapon designed to attack mandalorian beskar) that Sabine had designed and codenamed the duch*ess after Kryze's sister. Despite wanting to punish Wren for creating the Weapon, Kryze knew that they needed her help to destroy it. Thus, Kryze, Sabine, and their allies boarded Saxon's Star Destroyer. Despite being brie y captured by Saxon and Captain Hark who wanted Wren to improve the duch*ess. Fortunately, Wren was able to make the duch*ess target Stormtrooper armor. Despite this development, Kryze convinced Wren to destroy it instead of using it against the Empire. After the destruction of the duch*ess and Saxon's star destroyer, Kryze regrouped with her forces. With support from the Protector Fenn Rau and the other clans, Kryze accepted the title Mand'alor and the Darksaber in honor of her people and her sister.

MAND'ALOR Medium humanoid, lawful neutral

Armor Class 18 (composite armor) Hit Points 300 (36d8+108) Speed 30ft, y 30 ft STR

DEX

CON

INT

WIS

CHA

16 (+3)

24 (+7)

17 (+3)

18 (+4)

18 (+4)

22 (+6)

Saving Throws Dexterity +14, Wisdom +11, Charisma +13 Skills Acrobatics +14, Insight +11, Intimidation +13, Perception +11, Persuasion +13, Stealth +14, Survival +11 Condition Immunities charmed, frightened Senses darkvision 60 ft, passive Perception 21 Languages Galactic Basic, Mando'a Challenge 21 (30,000 XP) Aggressive. As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see. Brave. Mand'alor has advantage on saving throws against being frightened. Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and they can use their blaster weapons when making opportunity attacks. Combat Tech When Mand'alor uses an action to cast a tech power, they can make one weapon attack as a bonus action. Keen Hearing and Sight. Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight. Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a ying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. Improved Mandalorian Tech. Mand'alor deals two extra dice of damage with its weapons (included). Moderately Armored. While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks. Tech-Casting. Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with tech attacks) and it has 60 tech points and can only cast a single 6th and 7th level power before taking a long rest. Mand'alor knows the following tech powers:

At will: assess the situation, encrypted message, kolto pack, temporary boost 1st level: energy shield, flame sweep, flash, spot the weakness, tactical barrier, tranquilizer 2nd level: detect invisibility, electromesh, shared shielding, smuggle 3rd level: explosion, kolto cloud, tactical advantage, tech overide 4th level: ballistic shield, defibrillate, kolto reserve, scan area 5th level: immolate, paralyze creature 6th level: disperse energy, firestorm 7th level: greater sabotage charges, tactical superiority Two Weapon Mastery. Mand'alor adds it's ability modi er to two-weapon ghting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

ACTIONS Multiattack. Mand'alor makes three weapon attacks and can make two o hand attacks as a bonus action. Heavy pistol. Ranged Weapon Attack: +14 to hit, range 40/160 ft., one target. Hit: 20 (3d8+7) energy damage. The Darksaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) energy damage. Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut o one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this e ect if it is immune to energy damage, doesn’t have or need a head, has legendary actions or villain status, or the GM decides that the creature is too big for its head to be cut o with this weapon. Such a creature instead takes an extra 6d6 energy damage from the hit.

LEGENDARY ACTIONS Mand'alor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mand'alor regains spent legendary actions at the start of his turn. Move. Mand'alor can move up to their speed without provoking opportunity attacks. Attack. Mand'alor makes one weapon attack. Sole Leader. (Costs 3 Actions) Mand'alor shouts a rallying cry to allies within 60ft that can hear or see them. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.

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109

MERCENARIES A mercenary (merc for short), sometimes also called soldier of fortune, hired gun, or free lance, is a soldier who ghts or works in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money. Sometimes, the word mercenary is used as a derogatory term for someone who values credits over other things, such as ideals or kinship. Only few large mercenary organizations existed in the galaxy. The forces of the galaxy tended to pull such organizations into con ict too regularly for mercenaries to exist in organized companies. Instead, individual mercenaries formed brotherhoods, that often existed as loose networks of contacts and contract makers. These brotherhoods provided some measure of camaraderie amongst the members of this otherwise very lonely business. The largest of these brotherhoods was the Brotherhood Mortalis, founded during the nal years of the Old Republic.

MERCENARY CAPTAIN Medium humanoid (any), any alignment

Armor Class 20 (powered durasteel armor, heavy shield) Hit Points 97 (6d8+12) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

14 (+2)

16 (+2)

15 (+2)

11 (+0)

15 (+2)

Saving Throws Int +5, Wis +3, Cha +5 Skills Athletics +5, Persuasion +5 Senses passive Perception 10 Languages Galactic Basic and one other Challenge 6 (2,300 XP) Martial Advantage. Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

ACTIONS Multiattack. The mercenary makes three weapon attacks. Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can bene t from only one Leadership die at a time. This e ect ends if the captain is incapacitated.

REACTIONS Parry. The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

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Villains

COMBAT ENGINEER Medium humanoid (any), unaligned

Armor Class 13 (heavy combat suit) Hit Points 45(7d8 + 14) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

13 (+1)

12 (+1)

14 (+2)

16 (+3)

13 (+1)

11 (0)

Skills Technology +5 Senses darkvision 60 ft., passive Perception 11 Languages Galactic Basic and one other Challenge 4 (1100 XP) Tactical Technology. When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw. Technological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated. Tech-Casting. The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The engineer knows the following tech powers: At-will: acid splash, jet of flame, cryogenic burst, electroshock 1st-level: smoke cloud, homing rockets, overload 2nd-level: magnetic field, acid dart, scorching ray 3rd-level: explosion, tactical advantage, kolto cloud 4th-level: cryogenic storm

ACTIONS Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) kinetic damage if used with two hands. Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d4+1) energy damage.

COMBAT ENGINEER, JUNIOR Medium humanoid, unaligned

Armor Class 12 (combat suit) Hit Points 16 (3d8 + 3) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

12 (+1)

14 (+2)

11 (+0)

10 (+0)

Skills Technology +4 Senses Passive Perception 10 Languages Galactic Basic Challenge 1 (200 XP) Techcasting. The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following tech powers: At-will: electro shock, encrypted message, rime shot 1st-level: energy shield, homing rockets, repair droid, smoke cloud 2nd-level: acid dart, magnetic field

ACTIONS Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.

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EXPLOSIVES SPECIALIST Medium humanoid, unaligned

Armor Class 16 (battle armor) Hit Points 39 (6d8 + 12) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

14 (+2)

16 (+3)

12 (+1)

10 (+0)

Skills Perception +3, Technology +5 Damage Resistances re Senses Passive Perception 13 Languages Galactic Basic Challenge 3 (700 XP) Techcasting. The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points. The junior engineer knows the following tech powers: At-will: combustive shot, electro shock, encrypted message 1st-level: absorb energy, energy shield, oil slick, smoke cloud 2nd-level: overheat, release, scorching ray 3rd-level: explosion, sabotage charges

ACTIONS Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage. Breaching Charge. After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 re damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

112

FRONT-LINE SOLDIER Medium humanoid (any), any alignment

Armor Class 15 (light battle armor, light shield generator) Hit Points 11 (2d8+2) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

13 (+1)

12 (+1)

10 (+0)

11 (+0)

8 (-1)

Skills Athletics +3 Senses passive Perception 10 Languages Galactic Basic and one other Challenge 1/2 (100 XP) Martial Advantage. Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

ACTIONS Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6+1) energy damage Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) kinetic damage, or 6 (1d10+1) kinetic damage if used with two hands.

GAMORREANS Gamorreans were a sentient species of green-skinned porcine humanoids that hailed from the Outer Rim planet of Gamorr. Biology & Appearance. A species of tall, strong bipeds, the Gamorreans have porcine traits, like an upturned, large-nostriled cartilaginous snout, jowls, and upturned tusks. Their hulking bodies are covered in green, thick and hairless skin. They have ve digits on every extremity, each sporting a hard nail. The digits of their hands include an opposable thumb, which allows the Gamorreans to easily grasp and handle objects. The species has two sexes: the males, referred to as boars, and the females, called sows. Society & Culture. Gamorreans have a clan-based society. Each clan is ruled by a female leader, the Clan Matron, and a male leader, the Warlord, although the Gamorrean society is, at heart, a matriarchy. Indeed, a Warlord holds his position by way of marriage to a Matron rather than force, although Matrons make their selections based on the boars' combat skills. Gamorreans see war as glorious, and violent clashes between clans are rife. Because of their low intelligence, Gamorreans tend to be both stubborn and loyal; philosophically, they believe that any problem can be solved by hitting it with brute force. They have a language of their own that sounds like mere grunts and squeals to outsiders. Although they can understand other languages, such as Galactic Basic, they nd most of them too di cult to pronounce. Technologically speaking, the Gamorreans are primitive, and they favor melee weapons like vibroaxes and vibro-lances over blasters. They did not discover space travel on their own. Moreover, Gamorrean boars fail to maintain personal hygiene, rarely changing their clothes or wiping the streaming mucus from under their snouts.

GAMORREAN GUARD

Across the Galaxy. O world Gamorreans are a common sight, be they mercenaries or enforcers working for crime lords. They also colonized the planet Pzob in the K749 system and are the majority sentient species on Lanthrym in the Elrood sector.

MORRTS

Gamorreans are typically covered by a number of parasitic bloodsuckers called morrts. They consider them adorable pets, and the number of morrts that a Gamorrean hosts is related to their status, with a clan Warlord or Matron hosting up to 20 morrts.

"Skinny v'lch. Not find husband, all skinny. Morrts can't live on skinny. Feed you. Make you Gweek. Good husband; two tuskers; nine morrts." -Captain Ugmush suggests making Callista Ming into a proper Gamorrean sow

Languages Gamorrese, Galactic Basic (understands but can't speak) Challenge 2 (450 XP)

Medium humanoid (gamorrean), chaotic dark

Armor Class 15 (natural armor) Hit Points 84 (9d8+36) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

18 (+4)

9 (-1)

11 (+0)

9 (-1)

Damage Resistances kinetic and energy from unenhanced weapons Senses passive Perception 10

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brutal Critical. When the guards scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

ACTIONS Vibroaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (1d12+6)

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114

GAMORREAN MINION

GAMORREAN WARRIOR

Medium Humanoid (Gamorrean), chaotic dark

Medium Humanoid (Gamorrean), chaotic dark

Armor Class 15 (Natural Armor) Hit Points 23 (3d8+9) Speed 40 ft.

Armor Class 15 (Natural Armor) Hit Points 30 (4d8+12) Speed 40 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

15 (+2)

12 (+1)

16 (+3)

10 (0)

10 (0)

7 (-2)

18 (+4)

12 (+1)

16 (+3)

10 (0)

10 (0)

7 (-2)

Damage Resistances Kinetic and Energy from unenhanced weapons Senses passive Perception 10 Languages Gamorrese, Galactic Basic (understands but can't speak.) Challenge 1/2 (100 XP)

Damage Resistances Kinetic and Energy from unenhanced weapons Senses passive Perception 10 Languages Gamorrese, Galactic Basic (understands but can't speak.) Challenge 1 (200 XP)

Reckless. At the start of its turn, The Gammorean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Reckless. At the start of its turn, the Gamorrean Warrior can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Brutal Critical. When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

ACTIONS

ACTIONS

Vibroaxe Melee Weapon Attack: +4, range 5ft, one target. Hit 8 (1d10+3) kinetic damage.

Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.

Critical Analysis As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene ts: After analyzing a hostile creature, the tactician can use its Intelligence modi er instead of Dexterity for attack and damage rolls against that creature. After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes. Pushing Attack (2/day). When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician. Trip Attack (2/day). When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone. Discoveries. The tactician is able to utilize the following discoveries:

MASTER TACTICIAN Medium Humanoid (bothan), any alignment

Armor Class 17 (heavy combat suit) Hit Points 83 (11d8+33) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

18 (+4)

16 (+3)

20 (+5)

14 (+2)

14 (+2)

Saving Throws Dex +7, Int +8, Skills Deception +8, Insight +8, Investigation +11, Lore +11, Perception +8 Damage Resistances psychic Senses Passive Perception 18 Languages Basic, Bothese Challenge 6 (2,300 XP) Naturally Stealthy. The tactician can attempt to hide even when obscured only by a creature its size or larger. Nimble Escape. The tactician can take the Disengage or Hide action as a bonus action on each of its turns. Multitasker. The tactician can take a second reaction each round. It can only take one reaction per turn.

Mental Prowess. The tactician is able to use its Intelligence modi er to make or escape a grapple check. Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality. Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot su er from disadvantage. Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

ACTIONS Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: (1d12+4) energy damage. Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

REACTIONS Fire As One. Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target. Riposte (2/day). Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target su ers the attack's normal damage and an addition 1d10 weapon damage.

115

MEDICAL DROID Medium droid, unaligned

Armor Class 14 (Natural plating) Hit Points 42 (7d8+14) Speed 25ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

14 (+2)

20 (+5)

16 (+3)

15 (+2)

Skills Investigation +8, Medicine +9, Perception 6 Damage Vulnerabilities Ion Damage Resistances necrotic, poison and psychic Condition Immunities poison, disease Senses Passive perception 16 Languages Galactic basic, binary Challenge 5 (1800 xp) Computer Targeting. Attack and damage rolls made with a blaster or a weapon with the nesse property use Intelligence rather than Strength or Dexterity. Field Surgeon (3/rest). Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll. Multitasker. The Droid can take a second reaction each round. It can only take one reaction per turn. Smelling Salts (3/rest). As a bonus action, the droid can reinvigorate a creature. When it does so, a creasture within 30 feet regains 4 (1d8) hit points.

ACTIONS Light Pistol. Ranged Weapon Attack: +5 to hit, 40/60ft, one target. Hit: 7 (1d4+5) kinetic damage Vibrodagger. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 7 (1d4+5) kinetic damage Fine Medpac (3/day). The Medical Droid restores 14 (4d4+4) hit points to a creature within 5 feet. Improved Medpac (2/day). The Medical Droid restores 28 (8d4+8) hit points to a creature within 5 feet. Superior Medpac (1/day). The Medical Droid restores 45 (10d4+20) hit points to a creature within 5 feet. Administer Aid (2/rest). A target creature within 30 feet regains 9 (1d8+5) hit points. Adrenaline Hit (2/rest). The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5. Emergency Prescription (2/rest). The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8+5) hit points, and when that creature makes their rst ability check, attack roll, or saving throw before the start of the droid's next turn they can add 1d8 to their roll.

REACTIONS Heads up (2/rest). When a friendly creature who the droid can see or hear makes a saving throw, it can add 1d8 to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any e ects of the saving throw are determined.

116

MEDIC Medium humanoid, unaligned

Armor Class 14 (heavy combat suit, light shield) Hit Points 16 (3d8 + 3) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

12 (+1)

14 (+2)

12 (+1)

10 (+0)

Skills Perception +3, Medicine +3 Senses Passive Perception 13 Languages Galactic Basic Challenge 1 (200 XP) Triage. Any friendly creature reduced to 0 HP within 15 feet of the eld medic is automatically considered to be alive and stabilized. Techcasting. The eld medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following force powers: At-will: acid splash, temporary boost, warding shot 1st-level: element of surprise, kolto pack, poison dart 2nd-level: paralyze humanoid, toxin purge, shared shielding

ACTIONS Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.

SHISTAVANEN ASSAULT SPECIALIST Medium humanoid (Shistavanen), any alignment

Armor Class 19 (heavy durasteel) Hit Points 143 (22d8+44) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

15 (+2)

20 (+5)

14 (+2)

11 (+0)

14 (+2)

13 (+1)

Saving Throws Str +6, Con +6 Skills Athletics +6, Intimidation +5, Perception +6 Senses Darkvision 60 ft., passive Perception 16 Languages Galactic Basic and one other Challenge 9 (5,000 XP)

SERGEANT Medium humanoid (any), any alignment

Indomitable (2/day). The assault specialist rerolls a failed saving throw.

Armor Class 16 (durasteel armor) Hit Points 39 (6d8+12) Speed 30 ft.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the specialist can regain 20 hit points.

STR

DEX

CON

INT

WIS

CHA

13 (+1)

15 (+2)

14 (+2)

10 (+0)

13 (+1)

12 (+1)

Skills Athletics +3, Persuasion +3 Senses passive Perception 11 Languages Galactic Basic and one other Challenge 3 (700 XP)

Brute Force. The specialist deals an additional 1d6 damage when it hits with any attack (included). Pushing Attack (2/day). When the specialist hits a target with an attack, the attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet. Brutish Durability. Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

Martial Advantage. Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

ACTIONS

ACTIONS

Assault Cannon. Ranged Weapon Attack: +11 to hit, Range 80/320 ft., one target. Hit: 14 (1d10+1d6+5) energy damage.

Multiattack. The sergeant makes two weapon attacks. Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) energy damage. Vibrosword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12+1) kinetic damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can bene t from only one Leadership die at a time. This e ect ends if the sergeant is incapacitated.

Multiattack. The assault specialist makes three attacks with its assault cannon or vibroblade.

Burst. The assault specialist sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one. Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+1d6+5) kinetic damage.

REACTIONS Regenerative. When the assault specialist takes damage, it can use its reaction to regain 7 (1d10+2) hit points as long as the triggering damage would not have reduced the assault specialist to 0 hp. Villains

117

WOOKIEE BERSERKER, AUGMENTED Medium humanoid (wookiee), any alignment

Armor Class 17 (natural armor) Hit Points 154 (18d8+72) Speed 40 ft., climb 40 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

19 (+4)

10 (+0)

13 (+1)

11 (+0)

Saving Throws Str +9, Con +8 Skills Acrobatics +6, Athletics +9, Nature +4, Perception +5 Damage Resistances Energy and Kinetic Damage Immunities Poison Condition Immunities Poison, disease Senses Darkvision 60 ft., passive Perception 15 Languages Shryiiwook, Galactic Basic (understands but can't speak) Challenge 10 (5,900 XP) Treeclimber. The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing. Wrathful Combatant. The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated. Danger Sense. The augmented wookiee berserker has advantage on Dexterity saving throws on e ects that it can see, such as traps and powers. Feral Instinct. The augmented wookiee berserker has advantage on initiative checks. Brutal Critical. The augmented wookiee berserker rolls two additional damage dice on a critical hit. Relentless Rage. When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the rst, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker nishes a short or long rest. Holoskin Emitters. Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

ACTIONS Multiattack. The augmented wookiee berserker makes three attacks with its unarmed strike. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) kinetic damage.

118

Villains

MNGGAL-MNGGAL Mnggal-Mnggal's is a completely unique being. It is believed by some, including the Chiss, to be extradimensional in origin. It is so ancient, at least by its own account, that it existed alongside the Celestials, and witnessed their sudden departure from the galaxy. The hyperspace anomaly that bisects the galaxy, separating the highly populated portion of the galactic disk from the Unknown Regions, is presumed by some to have been created by the powerful Celestials, possibly as a defensive measure against MnggalMnggal and its infectious intentions. Mnggal-Mnggal is composed solely of a thick gray ooze, able to move quickly and create a multitude of di erent forms. It is slimy to the touch and smells of sweet rot. While it is a shapeshifter, it cannot form complex disguises. It forms far-ranging pseudopods and eyestalks to explore or interact with others, or attack others with a fanged mouth. It can break its mass apart, spreading by creating worm-like forms, and is even able to y by forming bat-like creatures. Mnggal-Mnggal's most proli c—and deadly—form of movement is by infecting and controlling other sentient beings. While it can possess creatures, such as nexu or banthas, Mnggal-Mnggal prefers sentients. Once a being encounters a pool of Mnggal-Mnggal, the surface of the pool explodes outward, showering the being in droplets of the entity's body. The drops then begin to slide toward the being's mouth and nostrils, but is also able to enter the body through the pores in a being's skin if need be. It rst penetrates the cranium and digests the brain, then moves on to the internal organs and tissues, increasing its mass all the while. It digests its victims from the inside out, lling every body part as it expands and grows within the lifeless husk. Within twenty-four hours, the victim is dead, lled entirely with Mnggal-Mnggal. It can then fully control the victim's body, and is able to do so with enough precision to pilot vehicles. A Mnggal-Mnggal-possessed zombie can be easily distinguished from the body's former self. The victim displays a vacant gaze, a sti -legged gait, and utter stillness when at rest. The victim's voice is also buzzy and at, as Mnggal-Mnggal digests its vocal cords and lungs. Mnggal-Mnggal is not able to preserve its hosts, and after a week they begin to decay, with the entity's gray ooze slipping from their facial ori ces. The zombies are also used to further infect others, by spewing Mnggal-Mnggal in the faces of new victims. All parts of Mnggal-Mnggal, no matter what form or how far- ung across the galaxy, share a single mind, which is what leadd others to classify the entity as a single being rather than a hive-minded species. Personality. Mnggal-Mnggal delights in torturing and consuming other beings; indeed, it seems to thrive more on beings' su ering than on the sustenance their bodies provide. Using its possession abilities, it creates torturous scenarios such as reuniting a grieving mother with the reanimated corpse of their youngling time and time again. It persuades other beings by playing with their emotions into making deadly decisions such as opening a ship's airlocks or deactivating perimeter fences.

When conversing in its natural form, Mnggal-Mnggal speaks dreamlike observations, often in verse, metaphors, and riddles. Due to its long life, it also speaks ancient languages and converses in long forgotten conventions of speech. Mugg Fallo. At a long-forgotten point in the past, it took over and rendered lifeless the planet of Mugg Fallow. Eons later, Mnggal-Mnggal had spread so far across the planet, even lling its former oceans, that all that remained visible of the former world were barren continents and the remains of fossilized trees. Its "body" ran so far and deep across the planet that it ran in rivers across the continents and lled underground grottos. As testament to its depraved mind, MnggalMnggal created a macabre decoration of a eet of derelict ships forming a ring around the planet, using its mind-controlled zombies to pilot the ships there. History. Over the course of its existence, MnggalMnggal staked its claim to thousands of worlds, moons, and space stations throughout the Unknown Regions, with infestations ranging from small pools in dark sewers to worlds ravaged and rendered as lifeless as Mugg Fallow. As Mnggal-Mnggal spread throughout the Unknown Regions, some species native to the region opposed its incursions and sought to destroy the entity, knowing the extreme danger it posed. The Lugubraa and the Croke attempted to prevent any infestations within their territories, while the Chiss took a more proactive stance. They not only possessed the most extensive collection of information on the entity in their libraries on Csilla—including the location of Mugg Fallow and all possible information on its origins—they also paid bounties to any parties willing to attack infestations of Mnggal-Mnggal. On some primitive planets, it was worshiped by local tribes and known as the "rot god".

119

MNGGAL-MNGGAL, GRAY PUDDING

Spider-climb. Mnggal-Mnggal can climb di cult surfaces, including upside down, without making an ability check.

ACTIONS

Large undead, chaotic dark

Multiattack. Mnggal-Mnggal makes 2 pseudopod attacks.

Armor Class 15 (natural armor) Hit Points 181 (19d10+76) Speed 30 ft., climb 30 ft., swim 30 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

18 (+4)

22 (+6)

20 (+5)

20 (+5)

Saving Throws Str +9, Con +8, Wis +9, Cha +9 Skills Deception +9, Perception +9 Damage Vulnerabilities cold Damage Resistances re, lightning Damage Immunities acid, necrotic, poison, sonic Condition Immunities blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petri ed, poisoned, prone, stunned, unconscious. Senses passive perception 19 Languages All Challenge 10 (5,900 XP) Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing. Amphibious. Mnggal-Mnggal can breathe air and water. Consumption. Mnggal-Mnggal can consume creatures whole, engul ng them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other e ects outside MnggalMnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of MnggalMnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature. Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.

120

Pseudopod. Melee Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage, and a large or smaller target is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn. Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. A target that failed the save must make a DC 16 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the e ect on a successful save. Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it su ers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d6+5) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal. Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

MNGGAL-MNGGAL, POOL OF

Regeneration. Mnggal-Mnggal regenerates 15 hitpoints at the start of it's turn, as long as it has 1 hit point.

Huge undead, chaotic dark

Spider-climb. Mnggal-Mnggal can climb di cult surfaces, including upside down, without making an ability check.

Armor Class 16 (natural armor) Hit Points 230 (20d12+100) Speed 40 ft., climb 30 ft., swim 40 ft.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

20 (+5)

22 (+6)

20 (+5)

20 (+5)

Saving Throws Str +12, Con +11, Wis +11, Cha +11 Skills Deception +11, Perception +11 Damage Vulnerabilities cold Damage Resistances re, lightning Damage Immunities acid, necrotic, poison, sonic; kinetic and energy damage from unenchanced weapons Condition Immunities blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petri ed, poisoned, prone, stunned, unconscious. Senses passive perception 21 Languages All Challenge 18 (20,000 XP) Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing. Amphibious. Mnggal-Mnggal can breathe air and water. Consumption. Mnggal-Mnggal can consume creatures whole, engul ng them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other e ects outside MnggalMnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of MnggalMnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature. Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced. Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.

Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf. Pseudopod. Melee Attack: +12 to hit, reach 30 ft., one target. Hit: 15 (2d8+6) kinetic damage plus 11 (3d6) acid damage, and a large or smaller target is grappled (escape DC 20). A grappled target takes 11 (3d6) acid damage at the start of its turn. Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30 ft. cone in any direction from its space. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. A target that failed the save must make a DC 19 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the e ect on a successful save. Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 18 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it su ers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (2d8+6) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal. Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

121

MNGGAL-MNGGAL, LAKE OF

ACTIONS

Gargantuan undead, Chaotic Dark

Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks. It can replace one pseudopod attack with an engulf.

Armor Class 18 (natural armor) Hit points 455 (26d20+182) Speed 50 ft, Climb 30 ft., Swim 50 ft. STR

DEX

CON

INT

WIS

CHA

27 (+8)

18 (+4)

24 (+7)

22 (+6)

20 (+5)

20 (+5)

Saving Throws Str +16, Dex +12, Con +15, Int +14, Wis +13, Cha +13 Skills Deception +13, Perception +13 Damage Vulnerabilities cold Damage Resistances re, lightning Damage Immunities acid, necrotic, poison, sonic; kinetic and energy damage from unenchanced weapons Condition Immunities Blinded, charmed, deafened, exaustion, frightened, grappled, paralyzed, petri ed, poisoned, prone, stunned, unconscious. Senses passive perception 23 Languages All Challenge 27 (105,000 XP) Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing. Amphibious. Mnggal-Mnggal can breathe air and water. Consumption. Mnggal-Mnggal can consume creatures whole, engul ng them in its protoplasm. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other e ects outside MnggalMnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 24 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of MnggalMnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 24 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to 1 huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature. Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced. Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers. Legendary Resistance (3/day). If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead. Regeneration. Mnggal-Mnggal regenerates 20 hitpoints at the start of it's turn, as long as it has 1 hit point. Spider-climb. Mnggal-Mnggal can climb di cult surfaces, including upside down on ceilings, without needing to make an ability check.

122

Pseudopod. Melee Attack: +16 to hit, reach 50 ft., one target. Hit: 25 (3d10+8) kinetic damage plus 14 (4d6) acid damage, and a large or smaller target is grappled (escape DC 24). A grappled target takes 14 (4d6) acid damage at the start of its turn. Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30ft. cone in any direction from its space. All creatures in the area must make a DC 20 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. A target that failed the save must make a DC 23 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save creature becomes Poisoned. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the e ect on a successful save. Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 24 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it doesn’t choose to be moved, it su ers the consequences of a failed saving throw. On a failed saving throw, the creature takes 21 (3d8+8) bludgeoning damage and 7 (2d6) acid damage and is consumed by Mnggal-Mnggal. Infect Host. Mnggal-Mnggal targets a creature grappled or consumed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or consumed must make a DC 23 constitution saving throw to keep the ooze out of their mouth, on a failed save the creature becomes Poisoned. Unconscious creatures make this save with disadvantage. Creatures poisoned in this way take 27 (5d10) poison damage at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

LEGENDARY ACTIONS Mnggal-Mnggal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Mnggal-Mnggal regains spent legendary actions at the start of his turn. Move. Mnggal-Mnggal moves up to its speed. Attack (Costs 2 Actions). Mnggal-Mnggal makes a Pseudopod attack. Engulf (Costs 3 Actions). Mnggal-Mnggal uses its Engulf attack.

MNGGAL-MNGGAL ZOMBIE TEMPLATE A living creature that is not of the construct, droid, or elemental type can be made into a Mnggal-Mnggal Zombie. The Mnggal-Mnggal zombie keeps its statistics except as follows. Challenge. The Mnggal-Mnggal Zombie's challenge rating may need to be recalculated. Type and Alignment. The Mnggal-Mnggal Zombie's creature type becomes undead, and its alignment becomes Chaotic Dark. All is One. The Mnggal-Mnggal Zombie's intelligence becomes 22, and Wisdom and Charisma 20 if they weren't already higher. Shambler. The Mnggal-Mnggal Zombie's Dexterity becomes 8, if it isn't already lower. The Mnggal-Mnggal Zombie moves in a slow, shambling manner. It's movement speed decreases by 10 feet. Languages. The Mnggal-Mnggal Zombie knows all languages. The Zombie can speak, but it speaks in an unnatural way. The Zombie has disadvantage on Charisma skill checks. Immunities. The Mnggal-Mnggal Zombie is immune to poison damage and the Charmed, Exhausted, Frightened, Poisoned, and Unconscious conditions.

NEW ACTION: INFECT HOST

The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a Constitution saving throw (DC equals 8 + the zombie's constitution modi er + the monster's pro ciency bonus). On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take poison damage corresponding to the size of the zombie at the start of their turn. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

Creature Size

Damage

Medium or Smaller

1d10

Large

2d10

Huge

3d10

Gargantuan

5d10

MNGGAL-MNGGAL ZOMBIE TROOPER Medium undead, Chaotic Dark

Armor Class 10 (light battle armor) Hit Points 13 (2d8+4) Speed 20 feet STR

DEX

CON

INT

WIS

CHA

13 (+1)

8 (-2)

15 (+2)

22 (+6)

20 (+5)

20 (+5)

Damage Immunities poison Condition Immunities Charmed, Exhausted, Poisoned and Unconscious Senses darkvision 60 ft., passive perception 15 Languages All Challenge 1/8 (25 XP)

ACTIONS Blaster Rifle. Ranged Weapon Attack: +0 to hit, range 100/400 ft., one target. Hit: 2 (1d8-2) energy damage. Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage. Infect Host. The Mnggal-Mnggal Zombie targets a living creature that it is grappling or unconscious and attempts to infect it with its ooze. The target creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the target creature becomes Poisoned. Creature's poisoned in this way take 5 (1d10) poison damage. This damage ignores resistance and immunity. A creature reduced to 0 hitpoints by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.

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NIGHTSISTERS The Nightsisters, also known as the Witches of Dathomir, are a clan and order of magick-wielding females who live on Dathomir, a planet bathed in dark energies. These Dark side users are able to perform their arcane magicks by tapping into the magical ichor that owed from the depths of their planet. History. The Nightsisters' clan developed on the mysterious planet of Dathomir. Since power was at its most potent on their home planet, they rarely ventured o -world during the height of the Galactic Republic. However, this changed when a sister named Talzin became the clan's Mother. During this time, Talzin worked alongside the Sith Lord, Darth Sidious, who ultimately betrayed Talzin and took her son Darth Maul from her. At the time of the Clone Wars, Talzin began to sell her sisters' services as mercenaries to the galaxy's wealthy citizens. Force Magicks. By tapping into the magical ichor that owed from Dathomir's depths, the witches could harness a power they referred to as "magick." The most powerful of the Nightsisters could use that ichor to create objects out of thin air,[15] transform people into ghostly versions of their true forms, or even reanimate the dead. They were also known to use this power to domesticate Rancors. Society. The Nightsisters of Dathomir lived in the seclusion of a stone fortress that bordered dense swamplands.[20] A matriarchal society, the coven of sisters lived apart from the men of Dathomir, the Nightbrothers, whose only use was to serve the sisters as servants, warriors and breeders. Their Dead. The Nightsisters mummi ed their dead before placing them in pods of animal skin decorated with tassels, which were hung on structures made of branches, bones, animal skins and shells. Their graveyards mimicked the con guration of the plant life seen on Dathomir, with its crooked trees burdened by large, cocoon-like fruits.

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NIGHTSISTER ZOMBIE Medium undead, chaotic dark

Armor Class 13 Hit Points 22 (3d8+9) Speed 40ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 +3)

16 (+3)

6 (-2)

-8 (-1)

6 (-2)

Damage Immunities necrotic Condition Immunities poisoned, charmed Senses Senses darkvision 60 ft., passive Perception 8 Languages Understands but cannot speak Galactic Basic Challenge 1/2 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS Unarmed Strike. Melee Weapon Attack: + to hit, reach 5ft., one target. Hit 6 (1d6 + 3)

NIGHTSISTER Medium humanoid (Dathomiri), chaotic dark

Armor Class 14 Hit Points 50 (9d8+9) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

18 (+4)

12 (+1)

10 (+0)

14 (+2)

18 (+4)

Skills Deception +7, Perception +5, Stealth +11, Surivial +7, Senses passive Perception 15 Languages Galactic Basic Challenge 5 (1,800 XP) Cunning Action. On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action. Forcecasting. The Nightsister is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 36 force points). The Nightsister knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, slow 1st level: dark side tendrils, fear, force mask, hex, sap vitality, wound 2nd level: affliction, darkshear, darkness, force camoflauge, hallucination, mindspike, phasewalk 3rd level: bestow curse, dark aura, horror, improved dark side tendrils, plague 4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness 5th level: dominate mind, improved phasewalk, insanity, siphon life Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save. Mask of the Wild. The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

ACTIONS Energy Bow Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 10 (2d6 +4) energy damage. Vibroknife Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d4+4) kinetic damage.

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NIGHTSISTER HUNTER Medium humanoid (Dathomiri), chaotic dark

Armor Class 17 (heavy combat suit) Hit Points 60 (9d8+9) Speed 30ft.

NIGHTSISTER SHAMAN Medium humanoid (Dathomiri), chaotic dark

STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

14 (+2)

10 (+0)

16 (+3)

16 (+3)

Skills Acrobatics +7, Perception +5, Stealth +9, Surivial +7, Senses passive Perception 15 Languages Galactic Basic Challenge 4 (1,100 XP) Cunning Action. On each of its turns, the Nightsister can use a bonus action to take the Dash, Disengage, or Hide action. Forcecasting. The Nightsister Shaman is a 5th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 15 force points). The Nightsister Shaman knows the following force powers: At-will: affect mind, enfeeble, force push/pull, slow 1st level: dark side tendrils, fear, force mask, hex, sap vitality, wound 2nd level: affliction, darkshear, darkness, force camoflauge, phasewalk Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save. Mask of the Wild. The Nightsister can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Sneak Attack (1/Turn). The Nightsister deals an extra 6 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Nightsister that isn't incapacitated and the Nightsister doesn't have disadvantage on the roll.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

12 (+1)

18 (+4)

12 (+1)

10 (+0)

14 (+2)

20 (+5)

Skills Deception +9, Lore +10, Perception +6, Stealth +8, Senses passive Perception 15 Languages Galactic Basic Challenge 11 (7,200 XP) Forcecasting. The Nightsister is a 13th level forcecaster it's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks, 52 force points). The Nightsister knows the following force powers: At-will: affect mind, enfeeble, force push/pull, slow 1st level: dark side tendrils, fear, force mask, sap vitality, wound 2nd level: affliction, darkness, force camoflauge, hallucination, mindspike, phasewalk 3rd level: bestow curse, dark aura, horror, improved dark side tendrils, plague 4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness 5th level: improved phasewalk, insanity, siphon life 6th level: eruption, scourge, wrack 7th level: ruin, whirlwind Magic of Dathomir (3/day). While on the planet of Dathomir if the Nightsister casts a force power that requires the target to make a save, she can spend her reaction to give the target disadvantage on the save.

ACTIONS Vibroknife Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4+4) kinetic damage.

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

Chant of Resurection (3/day). While on the planet of Dathomir the Shaman can spend her action to summon 1d4 Nightsister Zombies. The Zombies appear in an unoccupied spaces within 30 feet of the Shaman and remain until destroyed or the Shaman dies. Undead summoned in this way roll initiative and act in the next available turn. The Shaman can have up to 6 undead summoned by this ability at a time.

Blood Trail Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+5) acid damage. On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

Blood Trail Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d12+4) acid damage. On a hit the Nightsister uses her blood to mark the target. Giving the Nightsister advantage on attack rolls and allowing her to always know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

Multiattack. When the Nightsister makes two energy bow or vibroknife attacks. Energy Bow Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 11 (2d6+5) energy damage.

126

Armor Class 14 (17 with battle precognition) Hit Points 80 (9d8+9) Speed 30ft.

NIGHTSISTER CLAN MOTHER

Mask of the Wild. The Nightsister can hide even when she is only lightly obscured by natural phenomena.

Medium humanoid (Dathomiri), chaotic dark

War Caster. The Nightsister has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

Armor Class 15 (18 with battle precognition) Hit Points 160 (21d8+63) Speed 30ft.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

16 (+3)

14 (+2)

18 (+4)

22 (+6)

Saving Throws Dex 12, Wis 11, Cha 13, Skills Deception +13, Perception +11, Stealth +19, Surivial +18 Damage Resistances necrotic Condition Immunities charmed, frightened Senses passive Perception 21 Languages Galatic Basic Challenge 21 (30,000 XP) Forcecasting. The Nightsister is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 68 force points). The Nightsister knows the following force powers: At-will: affect mind, enfeeble, force push/pull, slow 1st level: battle precognition, dark side tendrils, fear, force mask, hex, sap vitality, wound 2nd level: affliction, darkshear, darkness, force camoflauge, hallucination, mindspike, phasewalk 3rd level: bestow curse, dark aura, force lightning horror, improved dark side tendrils, plague 4th level: dominate beast, drain life, hysteria, improved force camoflauge, shroud of darkness 5th level: dominate mind, improved phasewalk, insanity, siphon life 6th level: eruption, force chain lightning, scourge, wrack 7th level: force lightning cone, force project, ruin, whirlwind 8th level: death field, earthquake, maddening darkness, master force immunity 9th level: mass hysteria Force Resistance The Nightsister has advantage on saving throws against force powers. Legendary Resistance. (3/Day). When the Nightsister fails a saving throw, she can choose to succeed instead. Magic of Dathomir (3/day). While on Dathomir, the Nightsister can use her reaction to impose disadvantage on the target of a force power.

Ichor Blade Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d8+5) kinetic damage. Ichor Shield (1/day). The Nightsister creates an Ichor shield that surronds the nightsister and allows her to hover 5ft above the ground. The shield moves with the nightsister and makes her immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration. Ichor Lightning. While the Ichor shield is active the nightsister can utilize her bonus action to emit ichor lightning from her shield. Every creature of the nightsister's choice within a 30ft. raidus of the witch must make a DC 21 Dexterity saving throw, taking 24 (8d6) lightning damage and 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. Blood Trail Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d12+4) acid damage. On a hit the Nightsister uses her blood to mark the target, giving the Nightsister advantage on attack rolls and allowing her to know the location of the target. The mark lasts until the Nightsister dies or uses her bonus action to remove it.

LEGENDARY ACTIONS The Nightsister can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Nightsister regains spent legendary actions at the start of his turn. Teleport. The Nightsister uses the Force to teleport with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see. Forcecasting. The Nightsister casts an at-will force power. Ichor Blade The Nightsister makes one ichor blade attack. Ichor Torture (costs 3 actions). The Nightsister can call upon the force to attack any being that is marked by the Nightsister's blood trail. The targets must then make a DC 21 Constitution saving throw taking 24 (8d6) necrotic damage on a failed save, or half as much on a successful one. On a failed save the target is restrained.

127

RISHI EEL The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.

RISHI EEL Huge beast, unaligned

Armor Class 17 (natural armor) Hit Points 172 (15d12+75) Speed 40 ft., burrow 30 ft. STR

DEX

CON

INT

WIS

CHA

24 (+7)

7 (-2)

20 (+5)

2 (-4)

8 (-1)

4 (-3)

Saving Throws Con +7 Condition Immunities prone Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9 Languages — Challenge 8 (3,900 XP) Tunneler. The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

ACTIONS Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eel. A swallowed creature is blinded and restrained, it has total cover against attacks and other e ects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns. If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

128

Villains

RISHI Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories. During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines. Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.

KX-SERIES SECURITY DROID KX-series security droids, also referred to as enforcer droids, are a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War. Enforcer droids come equipped with a built-in comm package, recharge port, and a computer interface arm that allows them to connect with standard communication frequencies for areas they are assigned to. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted. While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as "security droids." They were programmed without the standard restriction against harming organic sentient lifeforms. The KX-series droids were programmed to speak and interact with people, but were not as pro cient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military o cers ranked Lieutenant or higher.

KX-SERIES SECURITY DROID Medium droid, unaligned

Armor Class 15 (armor plating) Hit Points 34 (4d8+16) Speed 25 ft. STR

DEX

CON

INT

WIS

CHA

21 (+5)

16 (+3)

19 (+4)

13 (+1)

15 (+2)

7 (-2)

Skills Athletics +7, Perception +4, Intimidate +2 Damage Vulnerabilities ion, lightning Damage Resistance necrotic, poison, psychic Condition Immunities diseased, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Galactic basic, binary Challenge 1 (200 XP) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage.

ACTIONS Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) kinetic damage.

Villains

129

DARK ACOLYTE Medium humanoid (any), any alignment

Armor Class 11 (unarmored) Hit Points 9 (2d8) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

10 (+0)

10 (+0)

14 (+2)

11 (+0)

Skills Lore +2 Senses passive Perception 10 Languages Galactic Basic and one other Challenge 1/4 (50 XP) Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 6 force points. The acolyte knows the following force powers: At-will: denounce, force push/pull, saber reflect, saber ward 1st-level: cloud mind, slow

ACTIONS Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) energy damage.

DARK ASPIRANT Medium humanoid (any), any dark

Armor Class 12 (15 with battle precognition) Hit Points 44 (8d6 + 16) Speed 30 ft.

DARK NOVICE Medium humanoid (any), any dark

Armor Class 13 (combat suit) Hit Points 33 (6d8+6) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

11 (+0)

14 (+2)

12 (+1)

10 (+0)

13 (+1)

14 (+2)

Skills Deception +4, Persuasion +4, Lore +2 Senses passive Perception 11 Languages Galactic Basic and one other Challenge 2 (450 XP) Devotion. The apprentice has advantage on saving throws against being charmed or frightened. Forcecasting. The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points. The apprentice knows the following force powers: At-will: denounce, lightning charge, saber reflect, saber ward 1st-level: curse, sap vitality 2nd-level: drain vitality, force camouflage

ACTIONS Multiattack. The apprentice makes two melee weapon attacks. Doublesaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) energy damage.

130

STR

DEX

CON

INT

WIS

CHA

12 (+1)

12 (+1)

14 (+2)

10 (+0)

10 (+0)

18 (+4)

Saving Throws Wis +3, Cha +7 Skills Lore +3, Insight +3 Senses passive Perception 10 Languages Galactic Basic and one other Challenge 6 (2,300 XP) Devotion. The dark aspirant has advantage on saving throws against being charmed or frightened. Force Shield. 3/day: When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC. Forcecasting. The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points. The Sith High Apprentice Can use Twinned Power and Heightened Power The dark aspirant knows the following force powers: At-will: denounce, lightning charge, saber reflect, saber ward, shock 1st-level: battle meditation, curse, sap vitality, hex, improved feedback 2nd-level: drain vitality, force camouflage 3rd-level: force lightning, choke, horror

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

SITH ASSASSIN Medium Humanoid (any), any dark

Armor Class 15 (18 with battle meditation) Hit Points 70 (10d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

14 (+2)

10(+1)

16 (+3)

16 (+3)

Skills Stealth +11, Intimidation +6, Acrobatics +11, Deception +6 Perception +6 Senses passive Perception 16 Languages Galactic Basic, Sith Challenge 5 (1,800) Cunning Action. On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll. Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit. Force Enhanced attacks. The Sith Assassin's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included). Forcecasting. The Sith Assassin is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Assassin knows the following force powers: At-will: saber reflect, shock, force push/pull, psychic charge, mind trick 1st level: battle precognition, phase strike, hex, force mask, wound 2nd level: dark shear, force camouflage, darkness, phase walk 3rd level: dark aura, knight speed, sever force, choke 4th level: shroud of darkness, improved force camouflage

ACTIONS Multiattack. The Sith Assassin makes two saberwhip attacks. Saberwhip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (1d4+1d8+5)

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SITH SORCERER Medium Humanoid (any), lawful dark

Armor Class 13 (16 with battle precognition) Hit Points 50 (9d8+9) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

8 (-1)

16 (+3)

12 (+1)

14 (+2)

14 (+2)

20 (+5)

Skills Intimidation +8, Deception + 8, Perception + 5, Acrobatics +6 Senses passive Perception 15 Languages Galactic Basic Challenge 7 (2,900) Forcecasting. The Sith Sorcerer is a 11th level forcecaster it's forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks, 44 force points). The Sith Sorcerer knows the following force powers: At-will: saber reflect, shock, slow, force push/pull 1st level: sap vitality, battle precognition 2nd level: drain vitality, hallucination, affliction, phase walk 3rd level: dark aura, plague, force lightning 4th level: shocking shield, dominate beast 5th level: siphon life, insanity, dominate mind, improved force scream, improved phase walk 6th level: force chain lightning, wrack Quickened Power (3/day). When the Sith Sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting. War Caster. The Sith Sorcerer has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.

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

REACTIONS War Caster. When a hostile creature’s movement provokes an opportunity attack from the Sith Sorcerer, it can use it's reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

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SITH WARRIOR Medium Humanoid (any), lawful dark

Armor Class 14 (17 with battle meditation) Hit Points 70 (10d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

18 (+4)

14 (+2)

10(+1)

10 (+0)

16 (+3)

Skills Athletics + 7, Intimidation +6, Acrobatics +7, Deception +6 Senses passive Perception 10 Languages Galactic Basic, Sith Challenge 5 (1,800) Light Weapon Expert Once per turn when the Sith Warrior rolls damage for a weapon attack using a light weapon it can reroll the weapon’s damage dice and use either total Great Weapon Fighting. While the Sith Warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. Force Enhanced attacks. The Sith Warrior's attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included). Forcecasting. The Sith Warrior is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Warrior knows the following force powers: At-will: saber reflect, shock, force push/pull,force disarm, lightning charge 1st level: battle precognition, phase strike, hex 2nd level: dark shear, animate weapon, darkness, phase walk 3rd level: dark aura, knight speed, sever force, choke War Casting. When the Sith Warrior uses his action to cast a force power, it can make one greatsaber attack as well.

ACTIONS Multiattack. When the Sith Warrior makes two greatsaber attacks or casts a force power and makes a greatsaber attack. Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (1d8 + 2d6 + 4)

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SITH REAVER

Danger Sense. The Sith Reaver has advantage on dexterity saving throws against e ects it can see.

Medium Humanoid (any), chaotic dark

Rage Enhanced attacks. The Sith Reaver's force and melee attacks are enhanced by its fury adding +3 to any damage rolls the Reaver makes (included).

Armor Class 16 (+1 from two weapon mastery) Hit Points 70 (15d8+0) Speed 40ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

20 (+5)

14 (+2)

10 (+1)

12 (+1)

16 (+3)

Skills Athletics + 5, Intimidation +6, Acrobatics +8, Deception +6 Damage Resistances kinetic and energy Senses passive Perception 11 Languages Galactic Basic, Sith Challenge 7 (2,900) Two Weapon Mastery When the Sith Reaver engages in twoweapon ghting, it can choose to forgo it's pro ciency bonus. If it does so, it can make an additional twoweapon ghting attack, also without it's pro ciency bonus Two Weapon Fighting The Sith Reaver can add it's ability modi er to the damage of it's two-weapon ghting attack.

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Force Enhanced attacks. The Sith Reaver's primary lightfoil attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (included). Forcecasting. The Sith Reaver is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). The Sith Reaver knows the following force powers: At-will: saber reflect, shock, force push/pull, lightning charge 1st level: phase strike, hex 2nd level: dark shear, darkness, phase walk 3rd level: dark aura, knight speed, sever force, force scream

ACTIONS Multiattack. When the Sith Reaver makes two lightfoil attacks and can chose to make 1 additional light foil attack or two o hand lightfoil attacks. Lightfoil. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 20 (3d8 + 5 + 3) Off hand Lightfoil. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 11 (1d8 + 5 + 3)

SITH JUGGERNAUT Medium humanoid (any), any dark

Armor Class 21 (heavy exoskeleton, heavy shield) Hit Points 180 (19d8+95) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

11 (+0)

20 (+5)

12 (+1)

18 (+4)

18 (+4)

Saving Throws Str +17, Dex+6, Wis +10, Cha +10 Skills Athletics +17, Intimidation + 10, Survival +10 Damage Resistances necrotic Condition Immunities exhaustion, frightened, stunned, restrained Senses passive Perception 13 Languages Galactic Basic and one other Challenge 17 (18,000 XP) Charger. The juggernaut can take the Dash action as a bonus action, and if the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a 5 bonus to it's next melee attack’s damage roll.

DARK LORD Medium humanoid (any), any dark

Force Resistance. The juggernaut has advantage on saving throws against force powers.

Armor Class 12 (15 with battle precognition) Hit Points 99 (18d8+18) Speed 30 ft.

Scornful Rebuke. When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

12 (+1)

15 (+2)

20 (+5)

16 (+3)

Saving Throws Int +6, Wis +9, Cha +7 Skills Lore +6, Insight +13 Damage Resistances damage from force powers Senses passive Perception 10 Languages Galactic Basic and one other Challenge 12 (8,400 XP) Force Resistance. The dark lord has advantage on saving throws against force powers. Forcecasting. The dark lord is an 18th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The dark lord knows the following force powers: At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock 1st-level: battle precognition, force body, hex 2nd-level: battle meditation, darkness, phasewalk 3rd-level: force lightning, force suppression, sever force 4th-level: dominate beast, force immunity, shocking shield 5th-level: improved battle meditation, improved phasewalk, telekinesis 6th-level: force chain lightning, improved force immunity 7th-level: force lightning cone 8th-level: master force immunity 9th-level: force storm

ACTIONS Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) energy damage.

Shield Master. If the juggernaut is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Titan's Power. The juggernaut can wield a two handed weapon in one hand. Also if he misses with an attack the creature takes 5 energy damage. Forcecasting. The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Charisma (power save DC 18, +10 to hit with force attacks) and it has 42 force points. The juggernaut knows the following force powers: At-will: affect mind, denounce, feedback, saber ward 1st-level: force jump, improved feedback, sap vitality, wound 2nd-level: darkness, drain vitality, force sight 3rd-level: choke, force scream, sever force 4th-level: force immunity, shroud of darkness 5th-level: greater feedback, improved force scream, improved phase strike

ACTIONS Multiattack. The juggernaut makes three lightsaber pike attacks or casts a power and makes a lightsaber pike attack. Lightsaber pike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (1d10+2d8+5) energy damage. Conquering Presence (1/Day). Each creature within 30 feet of the juggernaut must succeed on a Wisdom saving throw (DC 18) or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the e ect on a success.

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DARK DISCIPLE

Forcecasting. The Dark Disciple is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 42 force points). The Dark Disciple knows the following force powers:

Medium Humanoid (Zabrak), chaotic dark

Armor Class 18 (21 battle precognition) Hit Points 120 (27d8+27) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

24 (+7)

16 (+3)

10(+1)

18 (+4)

20 (+5)

Saving Throws* Dex +13, Wis +10, Cha +11 Skills Intimidation + 11, Perception +10, Acrobatics +19, Deception +11 Damage Resistances kinetic and energy damage from unenhanced weapons, damage from force powers Senses passive Perception 20 Languages Galactic Basic Challenge 18 (20,000) Avoidance. If the Dark Disciple is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Battle Precognition. Dark Disciple casts battle precognition on herself every morning. Cunning Action. On each of its turns, the Dark Disciple can use a bonus action to take the Dash, Disengage, or Hide action. Legendary Resistance (3/Day). When the Dark Disciple fails a saving throw, she can choose to succeed instead. Surprise Attack (1/rest). If the Dark Disciple surprises a creature and hits it with an attack on the Dark Disciple's rst turn in combat, the attack deals an extra 2d6 damage to it. Two-Weapon Defense. The Dark Disciple gains a +1 bonus to AC while wielding a weapon in each hand (included).

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Villains

At-will: saber reflect, force push/pull,force disarm, affect mind, saber throw, burst, psyhcic charge 1st level: slow descent, battle precognition, force jump, force throw, phase strike, hex 2nd level: stun droid, phasewalk, darkness, force camouflage 3rd level: dark aura, knight speed, sever force, force repulse 4th level: improved force camoflauge 5th level: telekinesis 6th level: crush, rage

ACTIONS Multiattack. The Dark Disciple makes two lightfoil attacks and can chose to make 1 additional light foil attack or two o hand lightfoil attacks. Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 23 (4d8 + 7) Off hand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (1d8 + 7)

REACTIONS Parry Dark Disciple adds 6 to her AC against one melee attack that would hit her. To do so, Dark Disciple must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS Dark Disciple can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dark Disciple regains spent legendary actions at the start of her turn. Move. Dark Disciple can move up to her speed without provoking opportunity attacks. Forcecasting. Dark Disciple casts an at-will force power. Saber. Dark Disciple makes one Saber attack.

SITH DREADLORD

Force Resistance. The dreadlord has advantage on saving throws against a force powers.

Medium Humanoid (Human), lawful dark

Armor Class 22 (yorik coral heavy exoskeleton) Hit Points 140 (25d8+25) Speed 40ft. STR

DEX

CON

INT

WIS

CHA

26 (+8)

20 (+5)

16 (+3)

16(+3)

18 (+4)

20 (+5)

Saving Throws Str 15, Dex +12, Wis +11, Cha +12 Skills Athletics +22, Intimidation +12, Perception +11, Acrobatics +19, Deception +11 Damage Resistances cold, lightning, damage from force powers Damage Immunities kinetic, ion and energy damage from unenhanced weapons Condition Immunities charmed, frightend Senses passive Perception 21 Languages Galactic Basic Challenge 23 (50,000)

Yorik Coral Exoskeloton. Unless the damage from a single attack or e ect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or e ect equal to or greater than its damage threshold, it takes damage as normal.

ACTIONS Multiattack. The dreadlord can use his Frightful Presence. He then makes two martial lightsaber attacks and can chose to make 1 additional martial lightsaber attack or two o hand martial lightsaber attacks. Frightful Presence. Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a creature’s saving throw is successful or the e ect ends for it, the creature is immune to Dreadlord's Frightful Presence for the next 24 hours.

Light Weapon Expert. Once per turn when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.

Martial Lightsaber. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 24 (4d8+8)

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

REACTIONS

Forcecasting. The dreadlord is a 20th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 60 force points). The dreadlord knows the following force powers: At-will: affect mind, burst, force disarm, force push/pull, lightning charge, psyhcic charge, saber reflect, saber throw, shock 1st level: force jump, force throw, hex, phase strike, slow descent 2nd level: darkness, dark shear, phasewalk 3rd level: choke, dark aura, force lightning, force repulse, knight speed, sever force 4th level: shocking shield 5th level: improved force scream, improved phase strike, improved phase walk, telekinesis 6th level: crush, force lightning, rage 7th level: force lightning cone, ruin

Off hand Martial Lightsaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 24 (4d8+8) Parry The Dreadlord adds 7 to his AC against one melee attack that would hit him. To do so, the dreadlord must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS The dreadlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dreadlord regains spent legendary actions at the start of his turn. Move. The dreadlord moves up to his speed without provoking opportunity attacks. Forcecasting. The dreadlord casts an at-will force power. Saber. The dreadlord makes one martial lightsaber attack.

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FIRST ORDER WARLORD Medium humanoid (human), chaotic dark

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

Armor Class 20 Hit Points 207 (19d8+114) Speed 30ft.

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

STR

DEX

CON

INT

WIS

CHA

22 (+6)

18 (+4)

22 (+6)

12 (+1)

12 (+1)

20 (+5)

Saving Throws Str +13, Cha +12, Con +13 Skills Acrobatics +11, Athletics +19, Intimidation +17, Perception +8, Piloting +15 Damage Resistances kinetic and energy from unenhanced weapons Condition Immunities charmed, frightened Senses passive perception +18 Languages Basic, Shyriiwook, Sith Challenge 21 (30,000 XP) Disarming Strike (3/day). When the Warlord hits on an attack he can try to disarm the target. The Warlord adds 1d8 to the damage and the target must succeed a DC 21 Strength saving throw or drop the item they are holding. Forcecasting. The Warlord is a 15th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 45 force points). The Warlord knows the following force powers: At-will: affect mind, force disarm, force push/pull, saber reflect, saber throw, sonic charge 1st level: burst of speed, fear, force jump, force propel, phase strike, slow descent 2nd level: coerce mind, force throw, phasewalk 3rd level: choke, dark aura, force repulse, knight speed, sever force 4th level: dominate beast 5th level: dominate mind, telekinesis, improved phase strike 6th level: crush, rage, telekinetic burst Great Weapon Fighting. The Warlord can reroll a 1 or 2 on a damage die for a melee attack. The Warlord must use the new roll.

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Relentless (Recharges after a Short or Long Rest). If the Warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Unarmored Defense. While wearing no armor and not wielding a shield, the Warlord adds his Constitution modi er to AC. Unstable Kyber Crystal. The Warlords greatsaber is able to bypass resistances and immunities to energy damage. The Warlord attacks score a critical on a roll of 18-20.

ACTIONS Multiattack. When the Warlord makes three greatsaber attacks. Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit 20 (2d8+2d6+6) energy damage.

REACTIONS Force Immobilize. When the rst Warlord is hit by a ranged attack, before damage is applied he can use his reaction to attempt to stop the attack. The Warlord rolls 1d20+12. If the result is greater than or equal to the initial attack, the Warlord can stop the projectile in an open space between the target and himself. The Warlord can then use a bonus action on his turn to unfreeze or redirect the projectile.

LEGENDARY ACTIONS The Warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Warlordregains spent legendary actions at the start of his turn. Move. Warlord can move up to his speed without provoking opportunity attacks. Forcecasting. Warlord can cast an at-will force power. Martial Lightsaber Warlord makes one Lightsaber attack.

SITH LORDS Sith Lord is a title conferred on members of various Sith Orders who had both considerable knowledge of and strength in the dark side of the Force. Revan's Sith Empire granted this title to its high-ranking members, with the Dark Lord of the Sith as the most powerful and their leader. However, the majority of the dark-side users were known as Dark Jedi. Vitiate's Sith Empire granted the title to mid-ranking members, usually those who had passed their apprenticeships and were not o cially controlled by other Lords. Lords of the Sith ranked above Overseers and below Darths. In both Revan's and Vitiate's Sith Empires, those who aspired to become a Sith Lord had to train at Korriban's Sith Academy and pass several brutal trials that tested their prowess and strength in the dark side. If they succeeded, they were admitted to the Order as a new Sith Lord. The New Sith under Darth Ruin was in power during the Dark Ages of the Jedi. Sith Lords then stalked the galaxy, until the organization eventually fell to in ghting, and broke into individual Sith Lords. Lord Kaan's The Brotherhood of Darkness gave all Sith Lords nominal equal status among the Sith. This strategy was created to prevent the Sith from killing each other, which had been the natural order of the dark side until the formation of the Brotherhood. At the end of the rst war between the Jedi and Sith, Bane saw this as a violation of the natural order of the Sith and cleansed the Order by destroying Lord Kaan's Brotherhood and supplanting it with his own Rule of Two; two Sith, one master to embody the power and one to crave it. In most cases, the apprentice was trained until he or she was strong enough in the Force to kill his or her master. After the Galactic Civil War, Darth Krayt abandoned the Rule of Two to rebuild the Sith, thus multiplying the population of the Sith Lords hugely, all under the rule of Darth Krayt. They then attacked the Empire after the Sith– Imperial War and ruled the galaxy. The term "Sith Lord" generally encompassed members of both sexes, although some female Sith such as Lumiya, Tahiri Veila, Olaris Rhea and Vestara Khai were styled Sith Lady. Originally, "Sith Lord" referred to a high-ranking member of the Sith race's society. As the Sith civilization progressed, many claimed the title and battled against each other to earn the superior title of Sith'ari: the Sith Overlord; Adas and Dathka Graush were such Overlords. Villains

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SITH TRIUMVERATE The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith Empire that almost destroyed the Jedi Order during the era of strife that took place after the Jedi Civil War. It was solidi ed sometime after the Battle of Rakata Prime. This organization was made up of several, if not hundreds of Sith apprentices, Sith Masters, and, most importantly, Sith assassins. It was responsible for the near complete destruction of the Jedi Order during the First Jedi Purge and the attack on Katarr. The Triumvirate was led by three joint Dark Lords of the Sith: Darth Traya, and her two apprentices, Darth Nihilus, and Darth Sion. These three were all under tutelage at the Trayus Academy on Malachor V. During their time studying the dark side, they learned of speci c traits and skills that they had, styling themselves as unique titles for Lords of the Sith.

DARTH TRAYA, LORD OF BETRAYAL Darth Traya, before her fall to the dark side, was a Jedi Master named Kreia. Kreia was very contemplative and philosophical. She was one of the many teachers who trained Revan, who later became an infamous Sith Lord and important gure in galactic history. Revan, along with his friend, Malak, led the crusade against the Mandalorians. Many of her other students succumbed to Revan's beliefs and joined him. Kreia was (wrongfully) blamed for Revan's actions, and was cast out of the Jedi Order. She questioned her beliefs and began searching for answers, meeting those she had a ected through her teachings. Eventually, she came to Malachor V, a dead world, powerful in the dark side. She was curious, the Sith ruins drawing her in. She became overpowered with the allure of the dark side, and became Darth Traya, Lord of Betrayal, having been betrayed by the Jedi, and ready to betray in turn. She attained the title of headmistress of the Trayus Academy, able to hold any students willing to ght for the cause of the Sith: to destroy the Jedi. "…But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn." ―Darth Traya

DARTH SION, LORD OF PAIN In the wake of the power vacuum that divided the Sith on Korriban, one notable Sith that emerged from the wreckage of Revan's Empire was Darth Sion. A twisted and broken shell of a man, Sion was a patchwork of thousands of fragments of his original body, which had been destroyed again and again over the years. His cracked and decaying body was held together by sheer force of will and the dark side of the Force; he used the constant intense pain and agony of his condition to fuel his power, his hatred, and his body. Sion ed Korriban, coming to Malachor V, where he found the Trayus Academy, and his new master, Darth Traya.

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His brutality, strength, and sheer will were things noted by Traya, but the two soon came to despise each other due to Sion's lack of understanding, or perhaps his uncaring attitude towards Traya's understanding of strength, which was in direct opposition to his almost slavish reliance upon the Force for his mere survival, which is something Traya saw as a glaring weakness. "Yes… of pain he has learned much. Of knowledge, of teaching, he knows nothing." ―Kreia

DARTH NIHILUS, LORD OF HUNGER Little was known of Darth Nihilus's history. He was most likely a Jedi during the Mandalorian Wars, who had followed Revan to war. Nevertheless, he ended up ghting at Malachor V. One of the battle's few survivors, he was stranded in orbit around the planet. His high Force potential and power were demonstrated when he tore his new agship, Ravager from the gravity well. The ship was barely space-worthy, severely damaged by Mandalorian artillery. It also contained a crew, drained of all life and emotion by its captain. Nihilus came upon the Trayus Academy at some time, seeking training from Traya. He received it, sharing equal prestige with another student, Darth Sion. During his time at the academy, he learned how to drain the Force, create wounds in it, and use Kreia's echoes to his advantage. Eventually, his training and abilities made him into a shell of his former self, a wound in the Force, corrupting those around him. Nihilus was di erent from other Sith in that he never sought to rule the galaxy or to create a new order; his purpose was to destroy all life everywhere in order to satisfy his hunger. "He is a wound in the Force, more presence than flesh, and in his wake life dies, sacrificing itself to his hunger." ―Visas Marr to the Jedi Exile

TRAYUS ACADEMY The Trayus Academy was an ancient Sith academy located on the planet Malachor V. The Jedi Knight Revan discovered the abandoned structure during the Mandalorian Wars. The buried relics of Sith civilization that he uncovered there paved the way for his fall to the dark side and inspired his attempt to conquer the Galactic Republic during the Jedi Civil War. After Darth Revan's forces were defeated in that con ict, the Academy continued to serve as the headquarters of the Sith Triumvirate and the training ground for the Sith assassins until Malachor V was destroyed in 3951 BBY. "It is ancient, a relic that survived the destruction of Malachor. It was always here, far before the Mandalorian Wars. It draws death and hate to it, channels it. Atrocities feed its power, and with its power, it creates hunger. Many Jedi have been consumed by it." ―Darth Sion

SITH BETRAYER

Refocused Power. When the sith is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

Medium humanoid, lawful dark

Armor Class 19 (Saber Storm) Hit Points 162 (17d8+85) Speed 30 ft.

Steal the Force. When the sith betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.

STR

DEX

CON

INT

WIS

CHA

8 (-1)

16 (+3)

20 (+5)

20 (+5)

22 (+6)

22 (+6)

Saving Throws Con +11, Int +11, Wis +12, Cha +12 Skills Acrobatics +9, Deception +20, Insight +12, Intimidation +12, Lore +20, Perception +12, Stealth +9 Damage Immunities kinetic and energy damage from unenhanced weapons Condition Immunities charmed, frightened Senses passive perception 22 Languages Galactic Basic, Binary, Shyriiwook, Sith; Telepathy 120 ft. Challenge 19 (22,000 XP) Deceiver. The sith betrayer has advantage on Charisma (deception) checks. Forcecasting. The Sith Betrayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Betrayer knows the following force powers: At-will: affect mind, denounce, force push/pull, mind trick, psychic charge, saber reflect 1st-level: breath control, force propel, hex, wound 2nd-level: battle meditation, beast trick, darkness, mind spike, phasewalk 3rd-level: choke, force lightning, horror, plague, sever force 4th-level: dominate beast, force immunity, improved force camouflage 5th-level: dominate mind, improved phasestrike, improved phasewalk, telekinesis 6th-level: crush, force chain lightning, mass coerce mind 7th-level: force lightning cone, ruin 8th-level: death field, master force immunity 9th-level: force storm, master feedback

Storm of Sabers. The sith betrayer adds 6 to its AC and Constitution saving throws to maintain concentration on force powers.

ACTIONS Multiattack. The sith betrayer makes three saber storm attacks, or it casts a power and makes a saber storm attack. Saber Storm. Melee or Ranged Power Attack: +12 to hit, range 40 ft., one target. Hit: 19 (3d8+6) energy damage. Sever Connection (Recharge 6). The sith betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 20 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. A ected creatures can repeat the saving throw at the end of subsequent turns, ending the e ect on a success.

LEGENDARY ACTIONS The sith betrayer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sith betrayer regains spent legendary actions at the start of its turn. At-Will Power. The sith betrayer casts an at-will power. Saber Storm. The sith betrayer makes a saber storm attack. Forcecasting (1 legendary action per power level). Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level. Destroy the Force (Costs 3 Actions). The sith betrayer uses its Sever Connection action if its available. A creature that fails the saving throw takes an added 45 (10d8) psychic damage.

Force Resistance. The sith has advantage on saving throws against force powers and e ects. Hidden from the Force. The sith betrayer cannot be detected using force powers. Pinpoint Power. When it casts a power that allows it to force creatures in an area to make a saving throw, the sith can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target su ers the e ects as though they failed their saving throw.

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SITH ANATHEMA

Refocused Power. When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.

Medium humanoid, chaotic dark

Armor Class 18 (natural armor) Hit Points 200 (21d8+105) Speed 30 ft.

Regeneration. The Sith Anathema regains 15 hitpoints at the start of its turn, as long as it has 1 hit point.

STR

DEX

CON

INT

WIS

CHA

22 (+6)

10 (+0)

20 (+5)

12 (+1)

16 (+3)

20 (+5)

Saving Throws Str +12, Con +11, Wis +9, Cha +11 Skills Athletics +12, Insight +9, Intimidation +14, Perception +9 Damage Resistances necrotic, poison; kinetic and energy damage from unenhanced attacks. Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 30 ft. Languages Galactic Basic, Sith Challenge 20 (25,000 XP) Forcecasting. The Sith Anathema is an 14th-level forcecaster. Its forcecasting ability is Charisma (power save DC 19, +11 to hit with force attacks) and it has 61 force points. The Sith Anathema knows the following force powers: At-will: affect mind, denounce, force push/pull, saber reflect, shock 1st-level: force body, force jump, phasestrike, wound 2nd-level: darkness, drain vitality, force throw, phasewalk 3rd-level: choke, force lightning, force suppression, sever force 4th-level: drain life, force immunity, shocking shield 5th-level: improved phasestrike, improved phasewalk, telekinesis 6th-level: crush, rage 7th-level: ruin Pinpoint Power. When it casts a power that allows it to force creatures in an area to make a saving throw, the anathema can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target su ers the e ects as though they failed their saving throw.

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Retaliation Strike. Whenever it deals damage, the Sith Anathema deals an additional 6 (1d12) damage, as long as it took damage since the start of its last turn. Upheld by the Force (2/day). As an action, the Sith can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hitpoints.

ACTIONS Multiattack. The Sith Anathema makes two Lightsaber attacks and one Necrotic Strike attack. Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage. Necrotic Strike. Melee Power Attack: +11 to hit, range 5 ft., one target. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hitpoint maximum reduced to 0 by this attack are slain instantly. The Force Unleashed (Recharge 6). As an action, the Anathema can choose a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and su ers 1 level of exhaustion. On a successful save, a creature takes half damage and does not su er exhaustion. For each creature that fails this saving throw, a creature friendly to the Anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this bene t once per turn.

REACTIONS Force Shield. In response to an attack, the Sith Anathema can surround itself in force energy. Until the start of its next turn, the Sith Anathema adds 5 to its AC.

SITH DEVOURER

Force Detection. The Sith can sense the presence and direction of a cast force power within 120 ft.

Medium aberration, neutral dark

Force Resistance. The Sith has advantage on saving throws against force powers.

Armor Class 21 (unarmored defense) Hit Points 230 (20d8+140) Speed 30 ft.

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

STR

DEX

CON

INT

WIS

CHA

18 (+4)

Dex (+4)

24 (+7)

16 (+3)

16 (+3)

21 (+5)

Saving Throws Dex +11, Con +14, Wis +10, Cha +12 Skills Athletics +11, Acrobatics +11, Insight +10, Intimidation +12, Lore +9, Perception +10 Damage Resistances lightning, psychic Damage Immunities necrotic, poison; kinetic and energy damage from unenhanced weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, poisoned, unconscious Senses darkvision 120ft., truesight 120 ft., passive perception 20 Languages Understands Sith and Galactic Basic but rarely speaks Challenge 22 (41,000 XP) Aura of Hunger. The sith gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it. Devourer of Life. Enemies have disadvantage on death saving throws while within 30 feet of the sith devourer. Eternal (1/rest). If the sith devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The sith cannot use this ability again until after a short or long rest. Forcecasting. The sith devourer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The sith knows the following force powers: At-will: affect mind, denounce, force push/pull, necrotic charge, saber reflect 1st-level: battle precognition, force body, hex, sap vitality 2nd-level: darkness, drain vitality, phasewalk 3rd-level: choke, dark aura, force lightning, sever force 4th-level: force immunity, shocking shield, shroud of darkness 5th-level: improved force scream, improved phasewalk, telekinesis 6th-level: crush, force chain lightning, improved force immunity 7th-level: force lightning cone, ruin 8th-level: death field 9th-level: kill

Unarmored Defense. While the the glutton is wearing no armor or shield, its AC includes its Consitution modi er.

ACTIONS Multiattack. The sith glutton makes three lightsaber attacks. It can replace one attack with a drain life attack. Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) energy damage. Drain Life. Melee Power Attack: +12. to hit, reach 5 ft., one target. Hit: 19 (4d6+5) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the sith regains an equal number of hit points. This reduction lasts until the target nishes a long rest. The target dies if this e ect reduces its hit point maximum to 0. The Hungering Void (Recharge 5-6). The sith devourer draws all force energy in a 30-foot radius toward it. Every creature of the sith’s choosing in the a ected area takes 18 (4d6+5) necrotic damage, or half damage with a successful DC 20 Constitution saving throw and the sith glutton gains hit points equal to half the damage taken.

REACTIONS Rebuke of Annihilation. When the sith devourer takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the sith.

LEGENDARY ACTIONS The sith glutton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn. At-Will Power. The Sith Devourer casts an at-will power. Drain Life. The Sith Devourer uses its drain life action. Death Incarnate (Costs 2 Actions). The Sith Devourer disrupts the ow of the force in a radius centered on itself. Until the start of the glutton’s next turn, no creature within 30 feet of it can regain hit points. Vociferation of the Void (Costs 3 Actions). The Sith makes a deadly sonic attack. Each creature within 20 feet of the sith must succeed on a DC 20 Constitution saving throw or be stunned until the end of the sith’s next turn.

143

RULE OF TWO Darth Bane, born under the name of Dessel, was the Sith'ari and the Dark Lord of the Sith responsible for creating the Rule of Two. Born in 1026 BBY, he was raised as a poor miner on the Outer Rim planet Apatros. After killing a Galactic Republic ensign in a ght in 1003 BBY, Dessel was in danger of being arrested and imprisoned by the Republic. With the help of his friend Groshik, he escaped o -world to join the Sith Brotherhood of Darkness. Initially serving as a foot soldier in the Gloom Walkers unit, he was recognized as a Force-sensitive, and taken to the Sith Academy on Korriban. Bane, as he had been christened, quickly became one of the best students at the Academy before he lost his faith in the dark side of the Force. Though Bane was able to regain his con dence in the dark side, he lost his trust in the Brotherhood of Darkness, believing it to be a awed organization whose leader, Skere Kaan, was a coward and a fool. Deserting the order, he went to the planet Lehon and studied the holocron of Darth Revan and, armed with new knowledge, helped destroy the Brotherhood, allowing him to create his own Sith Order. He then instituted a Rule of Two, which stated that there could be only two Sith to avoid the in ghting that had plagued the Sith for millennia. He also took both the title of Darth and an apprentice named Darth Zannah. In his journeys through a Sith tomb, he was attacked by a number of beetle-like creatures. Bane was unable to keep them away, and many of them attached to his skin. He discovered that the creatures were parasites called orbalisks that could not be removed. Though they caused the Dark Lord to be in constant pain, their shells were impenetrable; even lightsabers could not crack them. The orbalisks covering nearly all of Bane's body formed an impervious suit of armor. Furthermore, they gave Bane tremendous healing abilities, and pumped chemicals into his bloodstream, enhancing his connection to the Force while increasing his rage, thus boosting his power in battle. Because they increased his capabilities while causing him to su er unending pain, Bane viewed the creatures as both a gift and a curse. In 990 BBY, ten years after the destruction of the Brotherhood, Bane sought to learn how to create a holocron, through which he would pass down his knowledge to future Sith Lords. The Sith journeyed to the Deep Core world of Tython to locate the Sith holocron of the ancient Dark Lord Belia Darzu. However, while Bane was on Tython, the Jedi Order learned of his existence, and sent a group of Jedi to kill him and his apprentice. Once the Jedi arrived, they confronted the two Sith in Darzu's fortress. Though outnumbered, the Sith were able to defeat the Jedi; however, Bane was grievously injured. Zannah took him to Ambria, where she convinced the healer Caleb to help them. Caleb noti ed the Jedi Council, only to have Zannah use her powers to drive Caleb's assistant Darovit insane. Zannah killed Caleb, then hid herself and Bane. When the Jedi arrived, they killed Darovit, believing him to be the Sith Lord. Thus, the Sith were believed destroyed. 144

A decade later, Bane began to worry that his apprentice was too weak to overthrow him and assume the mantle of Dark Lord of the Sith, as was necessary under the Rule of Two. He began to research the secrets to prolonging his life by transferring his essence to another body, and traveled to Prakith, where he claimed the holocron of the ancient Darth Andeddu. After returning from Prakith, Bane was ambushed by a team of assassins hired by Caleb's daughter, Serra, and was captured. Taken to Doan, Bane was imprisoned and interrogated, only to covertly gain his freedom soon afterward. Encountering Zannah on Doan, Bane dueled his apprentice, who sought to become the new Dark Lord. The ght ended in a draw, with Bane escaping and heading to Ambria with Darth Cognus, an Iktotchi assassin skilled in use of the dark side. There, Bane, who had taken the Iktotchi Darth Cognus as his new apprentice, called Zannah to meet him on Ambria, where they dueled for the nal time. Zannah was initially overwhelmed by her Master's attacks, but she was able to use her sorcery to injure him. As a last resort, Bane attempted to transfer his essence into her body, but was defeated when Zannah's spirit condemned his to the void of the dark side. Zannah then took Darth Cognus as her apprentice and continued Bane's legacy as Dark Lord of the Sith. Nearly a millennium later, Bane's Sith Order defeated the Jedi Order and overthrew the Republic. "I wondered why you chose this place to meet. I thought it might have some symbolic meaning for you. The last time we were here you were too weak to even stand. You were helpless, and you thought I had betrayed you to the Jedi. You said you would rather die than be a prisoner for the rest of your life. You wanted me to take your life. But I refused." "You knew I still had things to teach you. You swore you would not kill me until you had learned all my secrets." "That day is here. I have surpassed you, Bane. Now I am the Master." "Then prove it." ―Darth Zannah and Darth Bane

SITH'ARI Sith'ari was a title that, in the ancient Sith, meant "Lord" or "Overlord," rst claimed by King Adas. After Adas's death, the term became the subject of a legend prophesying the coming of a being that would lead and destroy the Sith, but in doing so would make the Sith more powerful than ever before. In this context, the term came to mean "perfect being" or "god."

THE SITH'ARI PROPHESY

The Sith'ari will be free of limits. The Sith'ari will lead the Sith and destroy them. The Sith'ari will raise the Sith from death and make them stronger than before.

145

THE SITH'ARI

Pinpoint Power. When the sith’ari cast a power that allows it to force creatures in an area to make a saving throw, the sith’ari can instead spend 1 force point and make a ranged force attack against a single target that would be in the range. On a hit the target su ers the e ects as though they failed their saving throw.

Medium humanoid, lawful dark

Armor Class 18 (Orbalisk Armor) Hit Points 257 (27d8+135) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

16 (+3)

20 (+5)

18 (+4)

20 (+5)

24 (+7)

Saving Throws Str +13, Con +12, Wis +12, Cha +14 Skills Athletics +13, Acrobatics +10, Intimidaion +14, Lore +14, Perception +12 Damage Resistances kinetic and energy damage from enhanced weapons Damage Vulnerabilities lightning damage Damage Immunities kinetic and energy damage from unenhanced weapons Condition Immunities charmed, frightened Senses passive perception 22 Languages Galactic Basic, Sith Challenge 21 (30,000 XP) Legendary Resistance (3/day). If the Sith’ari fails a saving throw, it can choose to succeed instead. Forcecasting. The Sith’ari is an 18th-level forcecaster. The Sith’ari’s forcecasting ability is Charisma (power save DC 22, +14 to hit with force attacks) and it has 87 force points. The Sith’ari knows the following force powers: At-will: affect mind, denounce, feedback, force push/pull, necrotic charge, saber reflect 1st-level: force jump, improved feedback, sap vitality, wound 2nd-level: darkness, drain vitality, force sight, force throw 3rd-level: choke, force lightning, force scream, knight speed, sever force 4th-level: drain life, force immunity, improved force camouflage, shroud of darkness 5th-level: greater feedback, improved force scream, improved phase strike, telekinesis 6th-level: crush, force chain lightning 7th-level: force lightning cone, ruin 8th-level: death field Force Resistance. The Sith’ari has advantage on saving throws against force powers.

146

Quickened Power. When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting. Orbalsik Armor. The Sith’ari wears armor comprised of Orbalisk parasites. While wearing the armor, the Sith’ari is immune to damage from unenhanced sources, and has resistance to damage from enhanced weapons. If the Sith’ari takes Lightning damage, this trait does not function until the start of its next turn. Orbalisk Regeneration. The sith’ari regains 25 hit points at the start of its turn if it has at least 1 hit point. If the sith’ari takes Lightning damage this trait does not function until the start of its next turn.

ACTIONS Multiattack. The Sith’ari makes four melee attacks, or casts a power and makes a melee attack. Martial Lightsaber. Melee Weapon Attack: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage.

LEGNEDARY ACTIONS The Sith'ari can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sith'ari regains spent legendary actions at the start of its turn. At-Will Power. The Sith'ari casts an at-will power. Move. The Sith'ari moves up to its speed without provoking attacks of oppurtunity. Forcecasting (1 legendary action per power level). Sith'ari can cast a force power by spending a number of legendary actions equal to the power level. Deathblow (Costs 3 Actions). The Sith'ari makes a melee attack. If the attack hits, the Sith'ari deals maximum damage, and the target cannot regain hit points until the end of its next turn.

SITH USURPER

Force Resistance. The sith usurper has advantage on saving throws against force powers and e ects.

Medium humanoid, lawful dark

Armor Class 16 (19 with battle precognition, 21 with knight speed) Hit Points 144 (17d8+68) Speed 40 ft. STR

DEX

CON

INT

WIS

CHA

14 (+2)

20 (+5)

18 (+4)

16 (+3)

16 (+3)

+22 (+6)

Saving Throws Dex +11, Wis +9, Cha +12 Skills Athletics +8, Acrobatics +11, Deception +12, Intimidation +12, Lore +9, Perception +9 Damage Resistances kinetic and energy damage from unenhanced attacks. Condition Immunities charmed, frightened Senses passive perception 20 Languages Galactic Basic, Sith Challenge 18 (20,000 XP)

Legendary Resistance (3/day). If the sith usurper fails a saving throw, it can choose to succeed instead. Overpower. As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the sith usurper have advantage until the start of its next turn. Quickened Power. When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting. Twinned Power. When the sith casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

ACTIONS Multiattack. The Sith Usurper makes three attacks.

Cunning Action. The sith can use a bonus action to take the Dash, Disengage, or Hide action.

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

Forcecasting. The sith usurper is a 16th-level forcecaster. Its forcecasting ability is Charisma (power save DC 21, +12 to hit with force attacks) and it has 70 force points. The sith usurper knows the following force powers:

Shadow Step (Recharge 5-6). The sith usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the rst attack with advantage, and the attack deals an additional 11 (3d6) energy damage on a successful hit.

At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock 1st-level: battle precognition, dark side tendrils, fear, force body, hex 2nd-level: darkness, force confusion, hallucination, phasewalk 3rd-level: force scream, improved dark side tendrils, knight speed, sever force 4th-level: hysteria, force immunity, improved force camouflage, shroud of darkness 5th-level: dominate mind, insanity, telekinesis 6th-level: improved force immunity 7th-level: ruin 8th-level: maddening darkness Force-enhanced strikes. The sith surper's attacks are considered enhanced for the purpose of overcoming damage resistance and immunity.

LEGENDARY ACTIONS The sith usurper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sith usurper regains spent legendary actions at the start of its turn. Doublesaber. The sith makes a doublesaber attack. At-will Power. The sith usurper casts an at-will power. Forcecasting (1 legendary action per power level). Sith Betrayer can cast a force power by spending a number of legendary actions equal to the power level. Shadow Step (Costs 3 Actions). The Sith Usurper recharges its shadow step action.

147

DARTH MAUL Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the nal years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his rst Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master QuiGon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus. Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic con ict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and in uence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two. In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had rst revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul. 148

Villains

As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highlytrained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to ght both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the ght over Raydonia, though their duel on Florrum ended in stalemate.

SITH BLADE DANCER

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

Medium humanoid (zebrak), lawful dark

Second Heart (1/day). When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

Armor Class 16 or 18 (knight speed) Hit Points 221 (26d8+120) Speed 40 ft. walk

ACTIONS

STR

DEX

CON

INT

WIS

CHA

15 (+2)

22 (+6)

18 (+4)

18 (+4)

15 (+2)

18 (+4)

Saving Throws Dex +12, Con +10, Cha +10 Skills Acrobatics +12, Athletics +8, Insight +8, Intimidation +10, Perception +8, Stealth +12 Damage Resistances kinetic and energy damage from unenhanced weapons Senses darkvision 60 ft., passive Perception 18 Languages Galactic Basic, Zabraki Challenge 19 (22,000 XP) Channel the Darkness. As a bonus action, Sith Blade Dancer casts rage on himself the rst time his hit points are below half (178) on the start of his turn. Forcecasting. Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points). Sith Blade Dancer knows the following force powers: At-will: affect mind, force disarm, force push/pull, mind trick, saber reflect, saber throw 1st level: burst of speed, force jump, force throw, slow descent 2nd level: battle meditation, coerce mind, force confusion, hallucination 3rd level: choke, force repulse, knight speed 4th level: freedom of movement, locate creature, mind trap 5th level: improved phasestrike, telekinesis 6th level: crush

Multiattack. When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike. Doublesaber Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 15 (2d8+6) energy damage. Unarmed Strike Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 9 (1d6+6) kinetic damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn.

REACTIONS Parry Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS Sith Blade Dancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Blade Dancer regains spent legendary actions at the start of his turn. Move. Sith Blade Dancer can move up to his speed without provoking opportunity attacks. Forcecasting. Sith Blade Dancer can cast an at-will force power. Doublesaber Sith Blade Dancer makes one Doublesaber attack.

Villains

149

DARTH SIDIOUS A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the o ce of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order. A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his rst disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading con ict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was o cially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY. The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, a ected by his son's compassion, sacri ced his life to destroy the Emperor, thus ful llingd his destiny as the Chosen One in 4 ABY. Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious. 150

Villains

SITH MASTERMIND

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

Medium humanoid (human), lawful dark

Precognition. Sith Mastermind casts precognition on himself every morning.

Armor Class 21 (+2 Robes) Hit Points 285 (30d8+150) Speed 30 ft. walk

ACTIONS

STR

DEX

CON

INT

WIS

CHA

13 (+1)

22 (+6)

20 (+5)

20 (+5)

21 (+5)

27 (+8)

Saving Throws Dex +13, Con +12, Wis +12, Cha +15 Skills Sleight of hand +13, Stealth +13, Lore +12, Insight +22 , Deception +22, Intimidation +15, Persuasion +22 Damage Resistances Cold, Lightning Damage Immunities Necrotic, Posion; Kinetic, Energy, and Ion from non-enhanced weapons Condition Immunities blinded, Charmed deafened, frightened Poisoned Senses Truesight 120 ft, passive Perception 22 Languages Galactic Basic, High Galactic, Sith Challenge 24 (62,000 XP) Forcecasting. Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points). Sith Mastermind knows the following force powers: At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber Reflect, Shock 1st level: battle precognition, disperse force, fear, hex 2nd level: drain vitality, force camouflage, hallucination 3rd level: force lightning, force suppression, improved dark side tendrils 4th level: drain life, hysteria, shocking shield 5th level: dominate mind, insanity, siphon life 6th level: force chain lightning, mass coerce mind 7th level: force lightning cone, force project 8th level: death field, force link, maddening darkness 9th level: force storm, mass hysteria, master battle meditation Force Resistance Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage. Force Senses. Sith Mastermind has advantage on Wisdom (Perception) Checks.

Lightning-Infused Touch Melee power attack +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. Dual-phase lightsaber Melee Weapon Attack: +14 to hit, range 5 ft., one target. Hit 10 (1d8+6) energy damage plus 10 (3d6) lightning damage, or 12 (1d10+6) energy damage plus 10 (3d6) lightning damage when used in two hands.

REACTIONS Force Shield Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him.

LEGENDARY ACTIONS Sith Mastermind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Mastermind regains spent legendary actions at the start of his turn. At-Will Power. Sith Mastermind casts on of his at will powers. Melee Attack Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber. Frightening Gaze. (Cost 2 Actions) Sith Mastermind xes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a target's saving throw is successful or the e ect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Villains

151

DARTH TYRANUS Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the nal years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans. Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi— disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the rst decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the con ict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett. As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, a ording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and defeated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading at the Chancellor's behest and succeeded the late Darth Tyranus as Sidious' third and last apprentice, resulting in his transformation into Darth Vader.

152

Villains

Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's nest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed speci cally for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.

SITH DUELIST Medium humanoid (human), lawful dark

Duelist. When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below).

Armor Class 22 Hit Points 165 (30d8+30) Speed 30 ft. walk

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

STR

DEX

CON

INT

WIS

CHA

15 (+2)

22 (+6)

13 (+2)

18 (+4)

19 (+4)

22 (+6)

Saving Throws Dex +12, Wis +10, Cha +12 Skills Athletics +8, Insight +10, Perception +10, Persuasion +12 Damage Resistances kinetic and energy from unenhanced weapons Condition Immunities charmed, frightened Senses passive Perception 20 Languages Galactic Basic, one other of your choice Challenge 21 (30,000 XP) Forcecasting. Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points). Sith Duelist knows the following force powers: At-will: denounce, force disarm, force push/pull, force technique, lightning charge, saber reflect, saber throw, shock 1st level: burst of speed, curse, force jump, force throw, slow descent 2nd level: animate weapon, battle meditation, stun, stun droid 3rd level: bestow curse, choke, force lightning, force repulse, telekinetic storm 4th level: freedom of movement, force immunity, shocking shield 5th level: mass animation, stasis, telekinesis 6th level: force chain lightning 7th level: force lightning cone

Unarmored Defense. While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modi er to AC. War Casting. When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action.

ACTIONS Multiattack. When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack. Lightfoil Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 21 (3d8+8) energy damage.

REACTIONS Parry When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature.

LEGENDARY ACTIONS Sith Duelist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Duelist regains spent legendary actions at the start of his turn. Move. Sith Duelist can move up to his speed without provoking opportunity attacks. Forcecasting. Sith Duelist can cast an at-will force power. Lightfoil Sith Duelist makes one Lightfoil attack. Forcecasting (1 legendary action per power level). Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.

Villains

153

DARTH VADER Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battle eld commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker. Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano a ected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened "Darth Vader" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a lifesustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically.

154

Villains

Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the rst and nal time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny ful lled, Skywalker's consciousness was able to endure beyond death due to his sacri ce and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.

SITH CYBORG

Force Senses. Sith Cyborg has advantage on Wisdom (Perception) Checks.

Medium humanoid (human), lawful dark

Armor Class 20 (+2 Heavy Durasteel armor) or 22 (knight speed) Hit Points 346 (33d10+165) Speed 30 ft. walk STR

DEX

CON

INT

WIS

CHA

25 (+7)

8 (-1)

18 (+4)

18 (+4)

16 (+3)

23 (+6)

Saving Throws Str +13, Dex +5, Con +10, Int +10, Wis +9, Cha +12 Skills Athletics +13, Technology +10, Insight +9, Intimidation +18, Investigation +10, Perception +9, Piloting +16 Damage Resistances re, cold Damage Immunities posion; kinetic, energy, and ion from non-enhanced weapons Damage Vulnerabilites lightning Condition Immunities blinded, deafened, frightened Senses darkvision 60 ft., Blindsense 10 ft., passive Perception 18 Languages Galactic Basic, Huttese, Bith, Sith Challenge 23 (50,000 XP) Channel the Darkness. As a bonus action, Sith Cyborg casts rage on himself when his hitpoints get below half (173). Double Vision During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster re, and therefore can use his reaction to cast the saber re ect power once per turn instead of once per round. Forcecasting. Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points). Sith Cyborg knows the following force powers: At-will: affect mind, denounce, force disarm, force push/pull, saber throw, saber reflect 1st level: burst of speed, curse, force jump, sap vitality, sense force, wound 2nd level: drain vitality, force sight 3rd level: bestow curse, choke, knight speed, horror 4th level: drain life, hysteria, shroud of darkness 5th level: dominate mind, telekinesis, siphon life 6th level: crush, telekinetic burst 7th level: master speed, whirlwind 8th level: earthquake, master force scream, telekinetic wave

Legendary Resistance (3/Day). If Sith Cyborg fails a saving throw, he can choose to succeed instead. Scornful Rebuke. When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated Tech Resistance Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.

ACTIONS Multiattack. Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power. Frightful Presence Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. If a creature’s saving throw is successful or the e ect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours. Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit 20 (3d8+7) energy damage plus 18 (4d8) necrotic damage, on a hit a creature makes a DC 20 Wis save or become frightened.

REACTIONS Parry Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS Sith Cyborg can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Sith Cyborg regains spent legendary actions at the start of his turn. Move. Sith Cyborg can move up to his speed without provoking opportunity attacks. Forcecasting. Sith Cyborg can cast an at-will force power. Force enhanced Greatsaber (2 legendary actions) Sith Cyborg makes one Greatsaber attack, while also casting an atwill power. Forcecasting (1 legendary action per power level). Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.

Force Resistance Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage. Villains

155

SITH NECROMANCER Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals. Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.

SITH NECROMANCER

The necromancer knows the following force powers:

Medium humanoid, dark

Armor Class 18 (heavy durasteel armor) Hit Points 105 (14d8+42) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

16 (+3)

17 (+3)

14 (+2)

15 (+2)

21 (+5)

Skills Athletics +7, Lore +8, Perception +12, Stealth +8 Damage Resistances psychic, necrotic, unenhanced kinetic Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, poisoned, stunned Senses darkvision 60 ft., passive Perception 22 Languages Galactic Basic, Sith Challenge 15 (13,000 XP) Legendary Resistance (3/Day). If the necromancer fails a saving throw, it can choose to succeed instead. Master of the Grave. While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. Evasion. If the necromancer is subjected to an e ect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Forcecasting. The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points.

156

Villains

At-will: enfeeble, shock, force push/pull, lightning charge, feedback, slow 1st-level: burst of speed, improved feedback, wound 2nd-level: animate weapon, affliction 3rd-level: plague, knight speed 4th-level: freedom of movement, shocking shield 5th-level: greater feedback, mass animation 6th-level: scourge 7th-level: ruin

ACTIONS Multiattack. The necromancer makes three sith sword attacks. Sith Sword. Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 14 (4d6) necrotic damage.

LEGENDARY ACTIONS The necromancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The necromancer regains spent legendary actions at the start of its turn. Sith Sword. The necromancer makes a sith sword attack. At-Will. The necromancer casts an at-will force power. Move. The necromancer moves up to its speed without provoking opportunity attacks. Tsaiwinokka Hoyakut (Costs 3 Actions). Up to ve sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to ve undead summoned by this ability at a time.

SITH ZOMBIE Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead. Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures. The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than halfrotted husks that emanated a horrid stench and moved with an odd shu ing gait. With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings.

SITH ZOMBIE Medium undead, neutral dark

Armor Class 8 Hit Points 22 (3d8+9) Speed 20 ft. STR

DEX

CON

INT

WIS

CHA

13 (+1)

6 (-2)

16 (+3)

3 (-4)

6 (-2)

5 (-3)

Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages of its conjurer Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage and 2 necrotic damage.

Villains

157

SPEEDERS A speeder is any hovering high-speed ground vehicle that uses anti-gravity repulsorlift technology and operates within a planet's atmosphere. Examples include landspeeders and airspeeders, which were not strictly repulsorcraft as they did not hover above the ground. Some speeders have afterburners that enable high-speed ight. Airspeeders are able to y at altitudes higher than landspeeders, some reaching heights of more than 250 kilometers.

LANDSPEEDER Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also include mounted weapons either at the front of the craft or above and behind the pilot and/or passengers. Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market before and during the reign of the Galactic Empire. Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. co*ckpit con gurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air. There are many types of landspeeders, from sporty civilian models designed for speed and ashy looks to everyday utility craft that range from small speeder trucks capable of hauling small cargo to massive freighter-like transports that could carry tremendous loads. There are even a number of models built speci cally for military use.

X-34 LANDSPEEDER The X-34 is a civilian landspeeder of mundane design produced by SoroSuub Corporation. Built with a powerful repulsorlift engine augmented with three aircooled thrust turbines, the X-34 hovers up to a meter o the ground during operation. The vehicles are capable of crossing rough terrain, and are well-suited for harsh desert climates. Available in open-air or sealed co*ckpit designs, the speeders lack any form of combat capability in the form of weapon mounts or armor. The X-34 is fast, if fairly nondescript in appearance, and measures 3.4 meters in length. X-34 landspeeders utilized by the Rebel Alliance were retro tted with blaster cannons.

158

LANDSPEEDER, X-34 Large construct, unaligned

Armor Class 13 (armor plating) Hit Points 45 (6d10+12) Speed 0 ft., y 60 ft. STR

DEX

CON

INT

WIS

CHA

13 (+1)

14 (+2)

14 (+2)

10 (+0)

10 (+0)

7 (-1)

Saving Throws Dex +5 Damage Vulnerabilities Ion Damage Resistances Necrotic, Poison, Psychic Condition Immunities poison, disease Senses Languages Challenge 1/8 (25) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

ACTIONS Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

REACTIONS Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

CARGO SKIFF The Ubrikkian Industries Bantha-II cargo ski is designed to transport cargo and is common in spaceports and warehouses across the galaxy. It has one open deck with a simple control station located near the rear of the vehicle that allows it to be piloted even by unprofessional laborers or amateurs. The ski 's repulsorlift engines allow it to hover 50 meters o the ground while its rear thrust nozzles propel the craft forward at a top speed of 250 kilometers per hour. A pair of steering vanes on the rear also provide very limited maneuverability which make it dangerous to travel at a fast speed. They cost 8,000 credits new.

LANDSPEEDER, CARGO SKIFF Huge construct, unaligned

Most variants are equipped with retractable magnetic lifters and loading ramps. Once onboard the craft, the cargo is held in place by magnetic fasters and/or cargo straps. The average Bantha-II is able to carry around 100 tons of cargo, although as many as 16 seats could be installed on its deck allowing the vehicle to operate as passenger transports or even pleasure craft. Among the most common of modi cations to the original design is the installment of an enclosed deck and pilot station. Military versions have reinforced hull and blaster cannons bolted to the front and side railings.

CONTROL: HELM Armor Class 12 (light plating)

STR

DEX

CON

INT

WIS

CHA

Hit Points 15

16 (+3)

7 (-2)

14 (+2)

10 (+0)

10 (+0)

7 (-1)

ACTION

Damage Vulnerabilities Ion Damage Resistances Necrotic, Poison, Psychic Condition Immunities poison, disease Senses Languages Challenge 1/8 (25) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Piloted (2). The construct requires an active pilot to take any actions, and may take two actions if piloted by two creatures. If all pilots present are subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot(s) may take their own action or one of the actions granted by the construct.

HULL Armor Class 11 (light plating) Hit Points 50 Light Plating. If a single attack does less than 5 points of damage, the Ski takes no damage. If the attack does 5 or more damage, the Ski takes damage normally.

Move. The ski can use its helm to move. Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the ski can't turn.

MOVEMENT: REPULSORLIFT Armor Class 12 Hit Points 25; -25 feet speed per 7 points of damage taken. If its repulsorlift is destroyed, the ski cannot maintain altitude. Speed y 90 ft. (Maximum altitude 150 ft)

WEAPON: TURRET (OPTIONAL) Armor Class 15 (light plating) Hit Points 40

ACTION Ranged Weapon Attack: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) energy damage. Ski s typically include a turret only when they are equipped for combat.

159

SPEEDER BIKE Speeder bikes, also known as jumpspeeders, were open-air repulsorlift vehicles that emphasized speed and maneuverability over stability. A typical speeder bike had a maximum altitude of 10 meters (32 feet) and could thus maneuver deftly over very rough terrain. Some companies manufactured extras like sidecars for speeder bikes.

JOBEN T-85 SPEEDER BIKE The Joben T-85 speeder bike was a speeder bike model manufactured by the Zebulon Dak Speeder Corporation, and named after the famous swoop racer Thall Joben.

JOBEN T-85 SPEEDER BIKE Large construct, unaligned

Armor Class 14 Hit Points 39 (6d10+6) Speed 0 ft., y 70 ft. STR

DEX

CON

INT

WIS

CHA

11 (+0)

18 (+4)

12 (+1)

10 (+0)

10 (+0)

7 (-1)

Saving Throws Dex +5 Damage Vulnerabilities Ion Damage Resistances Necrotic, Poison, Psychic Condition Immunities poison, disease Senses Languages Challenge 1/8 (25) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

ACTIONS Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

REACTIONS Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

160

SWOOP Large construct, unaligned

Armor Class 10 Hit Points 27 (6d10 - 6) Speed 0 ft., y 90 ft.

SWOOP A swoop, or swoop bike, was a type of repulsorlift vehicle designed for speed. In essence, it was a more dangerous version of a speeder bike that both its enthusiasts and its detractors described as an "engine with a seat." Although more powerful than speeder bikes, swoops were crude and lacked nesse. They were hard to control, requiring instinct, strength, and timing. Swoops were capable of traveling at over six hundred kilometers per hour. While some could travel several hundred kilometers above a planet's surface, they generally kept a low altitude. Swoop races were popular on many planets across the galaxy and were loved for their excitement and outlaw image. Swoops were to speeder bikes what airspeeders were to landspeeders. Swoops were often used by gangs and criminals, and such organizations bore the mantle of swoop gang. After the Galactic Empire outlawed podracing, swoop racing became the favored alternative.

STR

DEX

CON

INT

WIS

CHA

13 (+1)

11 (+0)

8 (-1)

10 (+0)

10 (+0)

7 (-1)

Saving Throws Dex +5 Damage Vulnerabilities Ion Damage Resistances Necrotic, Poison, Psychic Condition Immunities poison, disease Challenge 1/8 (25) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct. Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct. Unstable. The construct requires a successful pilot skill check (DC 15) for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the Swoop and crashes.

ACTIONS Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

REACTIONS Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage. Evade. If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 6 to the AC of the construct or the pilot, potentially causing the attack to miss. Villains

161

T'LANDA TIL The t'landa Til are a massive, quadrupedal, sentient species distantly related to the Hutts. They possess long, thin, whipping tails and four trunk-like legs with huge, padded feet. They also have a tiny pair of arms with delicate hands, each with four ngers. Their faces resemble those of the Hutts save for a long, thick horn above their snout. Like the Hutts, their necks are short and humped—almost nonexistent. They have thick, oily, leathery skin, which hangs in creases, wrinkles, and loose folds. This skin is especially prominent below the neck, where it hangs so loose that it hides the arms when they are folded against the chest.

162

Villains

T'LANDA TIL Large Sentient Creature, neutral balanced

The t'landa Til also have two hearts and three stomachs. Male t'landa Til make a sound that attracts females during mating season. This humming vibration is produced when air ows over the cilia in a male's in ated neck pouch. This vibration stimulates a female's pleasure centers. This ability is accompanied by the males' low-grade empathic ability, which they use to project pleasant feelings toward females. The t'landa Til can use this same pouch to create sonic and subsonic vibrations with powerful e ects on other species. The average t'landa Til stands about 2 – 2.5 meters tall.

Armor Class 17 (Natural Armor) Hit Points 110 (l3d10+39) Speed 40ft.

DF.9 ANTI-INFANTRY BATTERY Manufactured by Golan Arms, the DF.9 is a xed emplacement anti-infantry weapon. It incorporates a single DF.9 laser cannon mounted atop a four-meter tall cylindrical housing composed of heavily-armored durasteel, with proton-shielding that is resistant to close-quarters blaster re. The tower features a front access panel, and an upper observation hatch. The turreted laser cannon employs precision targeting computers and has an optimal rang of three kilometers, although the laser cannon is capable of hitting targets at a distance of sixteen kilometers at the cost of decreased accuracy. The DF.9 is capable of ring a shot every three seconds, with the impact of the energy beam scattering explosive energy and producing a secondary blast of radiation with an eightmeter radius impact point that can e ectively destroy entire squads of soldiers. Skilled gunners can use the DF.9's accuracy to e ectively disable army support systems and light vehicles, and it is devastating to foot soldiers and a threat to vehicles such as the All Terrain Scout Transport. The DF.9 is best used in conjunction with other similar units and anti-vehicle lasers to defend military bases, spaceports and other strategic installations. It can be installed on multiple terrain types. The nature of the DF.9's xed emplacement means that the unit is not able to be moved easily.

DF.9 ANTI-INFANTRY TURRET Large construct, unaligned

Armor Class 10 (armor plating) Hit Points 75 (10d10+20) Speed 0 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

2 (-4)

15 (+2)

14 (+2)

11 (+0)

4 (-3)

Skills Perception +4 Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 14 Challenge 8 (3,900 XP) Circuitry. The turret has disadvantage on saving throws against e ects that would deal ion or lightning damage. Heavy Armor & Shielding. The outer layer of the turret is covered in heavy armor and shielding, making it di cult for smaller arms to damage it. Unless the damage from a single attack or e ect exceeds 15 points, the turret takes no damage from that attack. If the turret takes an amount of damage from a single attack or e ect equal to or greater than its damage threshold, it takes damage as normal. Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct. Vulnerable Interior The turret's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. Targeting Systems. The turret uses its Intelligence modi er for attack, damage, and intitiative rolls.

ACTIONS Multiattack. The turret makes two laser cannon attacks. Laser Canon. Ranged Weapon Attack: +6 to hit, range 300/900 ft., one target that must be at least 60 ft away from the turret. Hit 16 (4d6+2) energy damage. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.

Villains

163

E-WEB HEAVY REPEATING BLASTER The Emplacement Weapon, Heavy Blaster, or E-WEB, is a a heavy repeating blaster manufactured by BlasTech Industries. It is able to be broken down into parts and carried by a small crew of troopers making it fairly mobile, but has to be rigidly mounted in order to counteract the e ects of its incredible repower. It requires two crew members for optimal e ectiveness. One crewer mans the gun, and the other monitors and adjusts the Eksoan Class-4T3 power generator. Like many high-yield generators, the 4T3 is prone to overheating and potentially explosive overload, despite its advanced Gk3 Cryocooler cooling unit. Power is fed into the E-Web via a conduit that connects to the base of the TR-62 Autocushion Tripod. The built-in comlink with automatic encryption allows for secured communication with other units. The computerized re control and targeting system includes infrared and StarVision low-light enhancement for use in night combat. Overall, the E-Web can be transported and assembled for ring within a minute or less, although it will take up to ten minutes for its generator to reach full power. If the 4T3 generator is "cold," it can take nearly fteen minutes for the crew to deploy the weapon, calibrate the generator and con gure the targeting software. Some Imperial crews pre-charged the generator before use for faster set-up.

E-WEB HEAVY REPEATING BLASTER

Explosive Destruction. When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) re damage on a failed save, or half as much on a successful one.

Medium construct, unaligned

Armor Class 10 Hit Points 36 (8d8) Speed 0 ft.

ACTIONS Multi-Attack. The turret makes two burst attacks.

STR

DEX

CON

INT

WIS

CHA

16 (+3)

10 (+0)

10 (+0)

14 (+2)

11 (+0)

4 (-3)

Skills Perception +3 Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 14 Challenge 5 (1,800 XP) Circuitry. The turret has disadvantage on saving throws against e ects that would deal ion or lightning damage. Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct. Targeting Systems. The turret uses its Intelligence modi er for attacks, save DCs, and damage rolls. Engineer. The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the Gunner may take the Saturate Action. Otherwise, the only construct actions the gunner may take are the Multi-Attack and Burst Fire actions.

164

Villains

Burst Fire. The E-WEB sprays a 10-foot-cube area within 200 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 15 (2d12+2) energy damage. On a success, the target takes half damage. Regulate. The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The Gunner may spend its action to take the Saturate action. Saturate. This action may only be taken on a round in which the Regulate action has been taken on this construct. The E-WEB thoroughly saturates a 15 foot cube within 200ft with shots. Any creature who enters the saturated area or begins its turn in the area must make a Dexterity saving throw (DC 15). On a failure, the target takes 28 (4d12+2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed at a Wisdom saving throw (DC 15) or become frightened until the start of their next turn.

1.4 FD P-TOWER Manufactured by Atgar SpaceDefense Corporation, the 1.4 FD P-Tower is a light laser cannon employed as a xed emplacement anti-vehicle weapon. It is designed to target a variety of enemy vehicles, including repulsortanks and landspeeders, although it has di culty targeting fast-moving vehicles. The unit is quick to produce and inexpensive. The main bulk of the weapon is a 2.8 meter high energy dish that has sixteen micropower routers spaced evenly along the outer edge, and eight power conversion cells along the interior of the dish. Targeting sensors are placed on the upper edge of the dish, and a single light laser cannon emanates from the center of the dish. To re the weapon, energy is fed directly into each micropower router which holds the charge until the ring computer registers that the Energy Conversion Point had been achieved. The power conversion cells around the dish glows once the weapon is primed to re. At that point, the ring computer channels the energy from the routers into the main power converter located at the center of the dish, ring the weapon. The energy beam moves through the discharge barrel, into the galven circuitry and through the focusing lens to produce a low-power beam that is e ective against repulsorcraft, landspeeders, and airspeeders. The 1.4 FD P-Tower utilizes an Atgar C-6 battery, which only retains enough power for eight shots before needing to be replaced. The battery is easy to replace when handled by a skilled technician. When hooked up to a power generator, the weapon has unlimited re capability. The weapon also su ers from a low re rate, and requires ten seconds to build up an adequate charge. The visible dish was also a tempting target for opponents, although the weapon itself is protected by light armor plating.

1.4 FD P-TOWER TURRET

Circuitry. The turret has disadvantage on saving throws against e ects that would deal ion or lightning damage.

Large construct, unaligned

Armor Class 10 (armor plating) Hit Points 52 (8d10+10) Speed 0 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

4 (-3)

13 (+1)

18 (+4)

11 (+0)

4 (-3)

Skills Perception +4 Damage Vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 14 Challenge 5 (1,800 XP)

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct. Targeting Systems. The turret uses its Intelligence modi er for attack, damage, and intitiative rolls.

ACTIONS Laser Canon (Recharge 4-6). The Turret chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed at a DC 16 Dexterity saving throw, or take 28 (7d6+4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and su er an additional 24 (7d6) energy damage if they fail the save by 10 or more.

Villains

165

SENTRY GUN

SONIC CANNON

Sentry guns come in a wide variety of di erent sizes, yields, and types. These weapons can typically be found near high-value areas such as detention cells, command centers, and laboratories. For best results, they are placed in areas such as corners, above security doors, or other positions that a ord them a wide eld of re. Sentry guns are usually linked to the central security system, but can be operated manually by remote. Once activated, these turrets may use active sensors and preprogrammed criteria to identify threats and re upon any hostiles they encounter. Sentry guns are also used on starships and may automatically engage nearby hostiles and are linked to the ship's central security system. Some sentry guns include targeting sensors that seek out energy signatures from enemy weapons, with built-in computers to determine which targets pose the most immediate threat.

The LR1K sonic cannon, also known as the Geonosian sonic cannon or the Geonosian defense platform, is a high-powered artillery emplacement weapon produced by the Gordarl Weaponsmiths on Geonosis prior to and during the Clone Wars. The LR1K cannon uses sonic blaster technology that employs internal oscillators to produce a devastating sonic blast. The high impact concussive sonic energy is stabilized by a containment sphere within the cannon. The LR1K requires one or two gunners to operate, although the cannon's advanced, highly-precise targeting computers are capable of doing most of the work. A critical hit with this weapon will instantly kill any average clone.

LR1K SONIC CANNON Large construct, unaligned

AX-108 "GROUND BUZZER" SENTRY GUN

Armor Class 14 (armor plating) Hit Points 76 (8d10+48) Speed 0 ft.

Medium construct, unaligned

Armor Class 12 (armor plating) Hit Points 33 (6d8+6) Speed 0 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

2 (-4)

13 (+1)

14 (+3)

11 (+0)

4 (-3)

Skills Perception +3 Damage vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 13 Challenge 1 (200 XP) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Targeting Systems. The sentry gun uses its Intelligence modi er for attack, damage, and intitiative rolls.

ACTIONS Repeating Blaster Burst. The sentry gun sprays a 10-footcube area within 100 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12+3) energy damage. On a success, the creature takes half damage.

166

Villains

STR

DEX

CON

INT

WIS

CHA

16 (+3)

2 (-4)

18 (+4)

14 (+2)

11 (+0)

4 (-3)

Damage vulnerabilities ion Damage Resistances necrotic, poison, psychic Condition Immunities poison, disease Senses darkvision 60 ft., passive Perception 10 Challenge 3 (700 XP) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

ACTIONS Sonic Blast. The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a Constitution saving throw (DC 14). A creature takes 24 (6d6+3) sonic damage and is knocked prone on a failed save. On a success, the creature takes half damage.

UNDERWORLD Away from polished society lies a darker realm shrouded in secrets and forgotten under layers of grime. The underworld of the galaxy includes all manner of denizens and visitors to its seedy realm. Thugs, gamblers, smugglers, bounty hunters, professional companions, criminals, and crooks all scrape by, making a living through illegal and morally adjacent pursuits.

ASSASSINS Members of the profession are referred to by many euphemisms and epithets: "problem solvers" in the Corporate Sector Authority, "exterminators" in the Outer Rim Territories, and "slayers" in the Core Worlds. Whatever their name, most professional assassins are concerned solely with credits, though some kill for political or religious reasons, or merely for love of killing. This makes assassins simultaneously the bestpaid and most-despised members of the galaxy's underworld. Though assassination is illegal on most planets, on some, such as Umbara, assassinations are a relatively normal part of society.

NOGHRI LETHAL ASSASSIN Medium humanoid (Noghri), any alignment

Armor Class 17 (heavy combat suit) Hit Points 110 (14d8+42) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

20 (+5)

16 (+3)

12 (+1)

18 (+4)

12 (+1)

Saving Throws Dex +8 Int +4 Skills Perception +10, Stealth +11, Survival +10, Acrobatics +8 Senses passive Perception 20 Languages Basic, Honorghran Challenge 6 (2,300 XP) Powerful Leap. If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack. Strong-Legged. When the Assassin makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air Cunning Action. On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll. Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit. Evasion. If the Assassin is subjected to an e ect that allows it to make a Dexterity saving throw to take only half the damage, the Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS Multiattack. The Assassin makes two melee weapon attacks or two ranged weapon attacks. Techblade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6+5) Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft melee or range 20/60ft., one target in range. Hit 7 (1d4+5)

REACTIONS Uncanny Dodge. The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.

167

ARMSTECH SPECIALIST

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

Medium Humanoid (duros), any alignment

Close Call (3/day). When the specialist misses on an attack, it can add the result of a d10 to the attack roll.

Armor Class 17 (heavy combat suit) Hit Points 98 (13d8+39) Speed 30ft.

Weapons Tech Enhancements. The Specialist has the following weapon enhancements:

STR

DEX

CON

INT

WIS

CHA

13 (+1)

20 (+5)

16 (+3)

20 (+5)

14 (+2)

12 (+1)

Saving Throws Con +6, Int +8 Skills Technology +8, Piloting +8, Acrobatics +8, Perception +5, Stealth +8 Senses darkvision 60ft passive Perception 16 Languages Galactic Basic, Durese Challenge 6 (2,300 XP) Tech Casting. The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points). The specialist knows the following powers: At Will: combustive shot, targeting shot, assess the situation 1st Level: target lock, tracer bolt, absorb energy, energy shield, charge powercell 2nd Level: translocate, infiltrate, smuggle 3rd Level: explosion, cryogenic suspension, debilitating gas, tech override 4th Level: cloaking screen, salvo, corrosive sphere 5th Level: greater translocate, shutdown, paralyze creature 6th Level: disintegrate, firestorm Potent Aptitude (3/day). The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

ASSASSIN

ACTIONS Sniper Rifle. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit 22 (1d12+3d6+7) energy damage. Bayonet. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (1d6+2d6+7) kinetic damage.

REACTIONS Snap Fire. The Specialist can use its reaction to take a opportunity attack (disadvantage) with its weapon if an enemy comes within 10 ft of it.

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

Medium humanoid (any), any alignment

Armor Class 15 (heavy combat suit) Hit Points 78 (12d8+24) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

11 (+0)

16 (+3)

14 (+2)

13 (+1)

11 (+0)

10 (+0)

Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11 Damage Resistances Poison Senses passive Perception 14 Languages Galactic Basic and one other Challenge 3 (700 XP) 168

Accuracy Scope. Specialist gains a +2 to attack rolls (included). Amplifying Barrel. Specialist gains a +2 to damage (included). Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle. Booming Strikes. Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage. Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

ACTIONS Multiattack. The assassin makes two weapon attacks. Hidden blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) kinetic damage. Hold-out. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage.

BLACK MARKET SCIENTISTS

ANZELLAN DROIDSMITH Tiny humanoid, chaotic good

Armor Class 14 (small and nimble) Hit Points 2 (3d4-8) Speed 20ft.

BLACK MARKET LAB-TECH Medium humanoid (any), any alignment

Armor Class 15 ( ber armor+light shield generator) Hit Points 75 (10d8+30) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

16 (+3)

16 (+3)

12 (+1)

11 (+0)

Saving Throws Dex +4 Skills Lore +6, Perception +3, Technology +6 Senses Passive Perception 13 Languages Galactic Basic, two others Challenge 4 (1100 XP) Techcasting. The lab-tech is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 20 tech points. The employee knows the following tech powers: At will: acid splash, electroshock, poison spray, temporary boost 1st level: kolto pack, overload, stack the deck, tracer bolt 2nd level: electromesh, mirror image, scorching ray 3rd level: sabotage charges, scramble interface

STR

DEX

CON

INT

WIS

CHA

4 (-3)

16 (+3)

6 (-2)

18 (+4)

11 (+0)

12 (+1)

Skills Astrotech's Tools +8, Investigation +6, Stealth +5, Technology +8 Damage Resistances lightning Condition Immunities blinded, shocked Senses darkvision 120 ft. Languages Galactic Basic, Binary, Anzellan Challenge 1/2 (100 XP) Detail Oriented. The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet. Puny. The Anzellan droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws. Small and Nimble. The Anzellan droidsmith is too small and fast to e ectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws. Techcasting. The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC14, +6 to hit with tech attacks) and it has 16 tech points. The droidsmith knows the following tech powers: At-will: electroshock, on/off, temporary boost 1st-level: homing rockets, oil slick, repair droid 2nd-level: hold droid, motivator boost, truth serum

ACTIONS

ACTIONS

Poison Spray. Tech Power: DC 13, range 10 ft., one target. Hit: 13 (2d12) poison damage.

Ion Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 5 (1d4+3) ion damage.

169

MAD SCIENTIST Medium humanoid (any), any dark

Armor Class 21 (durasteel exoskeleton, heavy shield generator) Hit Points 182 (28d8+56) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

14 (+2)

14 (+2)

20 (+5)

9 (-1)

18 (+4)

Saving Throws Con +7, Dex +6, Int +10, Cha +9 Damage Resistances acid, cold, re, ion, lighting, and sonic damage Condition Immunities Frightened, exhaustion Skills Deception +9 Senses Passive Perception 9 Languages Galactic Basic, one other Challenge 16 (18,000 XP) Acidic Vials. When a creature hits the mad scientist with a melee attack, it takes 1d6 acid damage. Madness. The mad scientist's mind is harmful to any who touch it, if the mad scientist is forced to make an inteliigence, wisdom, or charisma saving throw from a force power the caster is forced to make a DC 20 Intelligence saving throw or be a ected by force confusion for 1 minute. Tech Resistance. The chief o cer has advantage on saving throws against tech powers. Techcasting. The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 76 tech points. The chief o cer knows the following tech powers:(6th level and above powers are usable 1/day) At will: electrical burst, electroshock, jet of flame, poison spray, ward 1st level: absorb energy, cryogenic blast, energy shield, oil slick, smoke cloud 2nd level: darkvision, mirror image, pyrotechnics, shatter 3rd level: dimish tech, explosion, sending, tech override 4th level: ballistic shield, holding cell, kolto reserve 5th level: cryogenic spray, friendly fire, shutdown 6th level: disintegrate, kolto infusion 7th level: tactical superiority 8th level: incendiary cloud 9th level: invulnerability

ACTIONS Multiattack. The mad scinetist makes three Electrobaton attacks. Electrobaton. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition. Maddening Presence (1/Day). Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes a ected as if by force confusion for 1 minute. At the end of each of its turns, an a ected creature takes 4 psychic damage and repeats this save, ending the e ect on a success.

170

BLACK SUN Black Sun held a massive amount of reach and in uence, extending its tendrils of corruption deep in the various galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to Black Sun rivaled those belonging to a large planetary army, including foot soldiers. Below the leader of Black Sun were nine Vigos (Old Tionese for "nephew"). Each Vigo ruled over his or her own territory and sector.

BLACK SUN VIGO

Cunning Action. On each of The Manipulator's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Medium humanoid (Falleen), lawful dark

Armor Class 16 (heavy combat suit and light shield generator) Hit Points 98 (10d8+53) . Speed 30ft.

ACTIONS Multiattack. The Manipulator makes two melee weapon attacks or two ranged weapon attacks. Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range 40/160, one target. Hit 7 (1d8+3) energy damage.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

10 (+0)

14 (+2)

16 (+3)

18 (+4)

Hidden Blade Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (1d4+3)

Senses passive Perception 14 Skills Persuasion +7, Deception +10, Intimidation+10, Animal Handling +6, Perception +6 Languages Common, Falleen Challenge 5 (1800 XP)

Exude Pheremones (Recharge 5-6) The Manipulator exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of The Manipulator must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune.

Sneak Attack (1/Turn). The Manipulator deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Manipulator that isn't incapacitated and the Manipulator doesn't have disadvantage on the roll.

While charmed the target seeks to assist The Manipulator by any means within its power and perspective (including attacking its enemies, and ful lling its goals if these are known to the target). Whenever a target takes damage and at the end of each of its turns the target can repeat the saving throw.

171

BLACK SUN HUMAN REPLICA DROID (HRD)

Sneak Attack (1/Turn). The HRD deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the HRD doesn't have disadvantage on the roll.

Droid (appears human), unaligned

Armor Class 19 (concealed armored alloy) Hit Points 95 (12d8+36) Speed 40ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

20 (+5)

16 (+3)

14 (+2)

18 (+4)

8 (-1)

Skills Athletics +8, Perception +12, Stealth +13, Acrobatics +8, Damage Vulnerabilities ion Damage Immunities necrotic, poison, psychic Condition Immunities poison, disease Senses Darkvision 120 ft., passive Perception +22 Languages Galactic Basic, Faleen, Huttese, Rodese Challenge 10 (5,900) Human Replica. The HRD will pass as human from all but the most sophisticated of scanners and even these are more likely to identify the HRD as organic but not human. Circuitry. The HRD has disadvantage on saving throws against e ects that would deal ion or lightning damage. Caculated Strikes. The HRD's attacks are considered enhanced. Cunning Action. On each of The HRD's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

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Villains

Assassinate. The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit. Evasion. If the HRD is subjected to an e ect that allows it to make a Dexterity saving throw to take only half the damage, the HRD instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

ACTIONS Multiattack. The HRD makes three unarmed strikes or three blaster pistol attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 17 (3d8+5) kinetic damage. If the target is a creature, the HRD can choose one of the following additional e ects. The target must Succeed on a DC 13:

Strength saving throw or drop one item it is holding (HRD's choice). Dexterity saving throw or be knocked prone. Constitution saving throw or be stunned until the HRD's next turn. Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 40/160, one target. Hit: 8 (1d6+5) energy damage.

HUTTS Hutts are a large slug-like sentient species native to the planet Nal Hutta. They are well known as galactic gangsters whose Grand Hutt Council controlls the Hutt Clan crime syndicate. Biology & Appearance. Hutts have large mouths, stubby arms, and three lungs. They are tough and muscular with thick leathery skin, which is wrinkled and slimy. Their tails are supported by a skeletal spine. Despite their legendary adult size, Hutts start out as tiny Huttlets less than half a meter in height. Their homeworld of Nal Hutta has a hot atmosphere and is frequently streaked by greasy rains, creating a fetid sauna in which Hutts are most comfortable. Hutts can live for centuries—Jabba was 604 when he was killed—and can grow to enormous sizes. Some Hutts su er from a genetic defect that causes their skin to be bereft of pigment and prone to cracking. Culture. Most Hutts are crime lords who live opulent lives overseeing criminal underworld activities like smuggling, slavery, gambling and bounty hunting in Hutt Space. They are typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception. The Hutt Clan is divided into families known as kajidics: Jabba's family was the Desilijic kajidic. Hutts bandage and bury their dead. Classical architectural Hutt style can be seen on the planet Mataou. It is characterized by terraced buildings with sloping gates, and white and red colors. Clothing is optional for Hutts, and some use live Sha'rellian toops as hairpieces. Hutts like to eat gorgs, slime pods and Klatooine paddy frogs, and are known to smoke hookah pipes. Boonta Hestilic Shad'ruu was a Hutt who ascended to godhood. To celebrate the deity's ascension, the celebration of Boonta Eve was created.

HUTT WRESTLER Large humanoid (Hutt), unaligned

Armor Class 11 (hide) Hit Points 126 (12d10+60) Speed 20 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

8 (-1)

20 (+5)

14 (+2)

10 (+0)

10 (+0)

Skills Intimidate +8 Saving Throws Str +8, Con +8 Damage Resistances acid, poison Condition Immunities charmed, prone Senses passive Perception 10 Languages Huttese, Galactic Basic Challenge 8 (3,900 XP) Physicality. The Hutt uses his strength score for Intimidation checks.

ACTIONS Multiattack. The Hutt makes two slam attacks. Slam. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit 9 (1d8+5) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled. Tail. Melee Weapon Attack +8 to hit, reach 10 ft., one target. Hit 14 (2d8+5) kinetic damage, and the target is knocked prone. Crush. The Hutt can crush an opponent grappled by the Hutt. A grappled creature must make a Strength saving throw (DC 16). On a failure, the creature takes 14 (2d8+5) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

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HUTT CRIME LORD Large humanoid (Hutt), unaligned

Tyrant's Ferocity. Hutt Crime Lord has advantage on any attack against a creature that is charmed by it or frightened of it.

Armor Class 14 (hide, survival instinct) Hit Points 128 (14d10+60) Speed 20 ft.

Legendary Resistance (3/Day). When Hutt Crime Lord fails a saving throw, it can choose to succeed instead.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

15 (+2)

8 (-1)

17 (+3)

18 (+4)

15 (+2)

18 (+4)

Skills Deception +8, Insight +6, Intimidate +12, Perception +6, Persuasion +8 Saving Throws Con +7, Int +8, Cha +8 Damage Resistances acid, poison Condition Immunities charmed, prone Senses passive Perception 16 Languages Huttese, Galactic Basic Challenge 10 (5,900 XP) Dominating Presence (1/rest). As a bonus action, Hutt Crime Lord can call out to a humanoid who can understand it that is charmed by it or frightened of it to direct their next action. The target must succeed on a Wisdom saving throw (DC 16). On a failed save, until the end of Hutt Crime Lord's next turn, the creature takes only the actions Hutt Crime Lord chooses, and doesn’t do anything that it doesn’t allow it to do. During this time Hutt Crime Lord can use its reaction to force the creature to use the creature's reaction. Innate Tech Casting. The Hutt's innate tech casting ability is intelligence (tech save DC 16). It can innately cast the following powers: At will: assess the situation 3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier 1/day: kolto cloud, tactical advantage Reassemble (1/rest). Hutt Crime Lord may use a bonus action to call its allies towards it. It chooses a number of creatures that it can see within 60 feet of it equal to its Intelligence modi er (minimum of one). They can use their reaction to immediately move directly towards Hutt Crime Lord up to their movement speed. This movement does not provoke opportunity attacks. Survival Instinct. Hutt Crime Lord and all allies within 10 feet of it gain a bonus to their AC equal to half its Intelligence modi er (rounded down, included in Armor Class).

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Villains

Multiattack. The Hutt makes two slam attacks or two holdout blaster attacks. Hold-Out Blaster. Ranged Weapon Attack +3 to hit, range 30/120, one target. Hit 1 (1d4 - 1) energy damage Slam. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 6 (1d8+2) kinetic damage, and the target must succeed on a Dexterity saving throw (DC 16) or become grappled. Tail. Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit 11 (2d8+2) kinetic damage, and the target is knocked prone.

REACTIONS Call the Guards. When a creature attacks Hutt Crime Lord, it commands a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack with advantage against that creature as a part of that same reaction.

LEGENDARY ACTIONS Hutt Crime Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutt Crime Lord regains spent legendary actions at the start of his turn. Overwhelming Presence. Hutt Crime Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn. Tech Casting (2 legendary actions). Hutt Crime Lord can cast an innate tech power. Hold-out. Hutt Crime Lord makes one hold-out blaster attack. Tail. Hutt Crime Lord makes one tail attack.

SALVAGERS A scavenger or salvager, often abbreviated "scav," is a person or droid whose primary occupation is collecting lost or abandoned items or recovering wreckage from disaster or battle sites.

SALVAGER Medium tech-caster, any alignment

At will: electroshock, mending, poison spray, ward 1st level: tactical barrier, tranquilizer 2nd level: cryogenic volley, infiltrate

Armor Class 14 (heavy combat suit) Hit Points 33 (6d8+6) Speed 30ft.

Staunch The salvager has advantage on saving throws against being charmed or frightened.

ACTIONS

STR

DEX

CON

INT

WIS

CHA

13 (+1)

14 (+2)

12 (+1)

14 (+2)

11 (+0)

10 (+0)

Skills Investigation +4, Lore +4, Technology +4 Senses passive Perception 10 Languages Galactic Basic, one other Challenge 2 (450 XP) Techcasting. Techcasting. The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence(power save DC 12, +4 to hit with tech attacks) and it has 16 tech points. The salvager knows the following tech powers:

Multiattack. The salvager makes two melee or ranged weapon attacks. Heavy Shotgun. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (2d4+2) kinetic damage. Heavy Shotgun Burst. Ranged Weapon Attack: 10 ft. cube, range 30/120 ft., DC 12 dexterity saving throw or 7 (2d4+2) kinetic damage. Electrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

175

VETERAN SALVAGER Medium tech-caster, any alignment

Armor Class 15 (h. combat suit+light shield gen.) Hit Points 33 (6d8+6) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

14 (+2)

13 (+1)

18 (+4)

13 (+1)

11 (+0)

Saving Throws Dex +4 Skills Investigation +6, Lore +6, Technology +6 Senses passive Perception 11 Languages Galactic Basic, two others Challenge 3 (700 XP) Nanobot Cloud. As an action, the veteran salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no e ect on humanoids. Techcasting. The veteran salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with tech attacks) and it has 24 tech points. The veteran salvager knows the following tech powers: At will: electroshock, jet of flame, poison spray, temporary boost 1st level: absorb energy, cryogenic blast, energy shield, oil slick 2nd level: detect invisibility, mirror image, paralyze humanoid 3rd level: tactical advantage, kolto cloud

ACTIONS Multiattack. The salvager makes two weapon attacks. Slug Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) kinetic damage.

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OUTLAW ARCHAEOLOGIST

At-will: electroshock, encrypted message, mending, ward 1st level: element of surprise, holographic disguise, repair droid, translation program 2nd level: hold droid, infiltrate, shatter, smuggle 3rd level: explosion, tactical advantage 4th level: ballistic shield, cloaking screen 5th level: override interface 6th level: disintegrate

Medium humanoid (human), chaotic balanced

Armor Class 17 ( ber armor, 19 with tactical advantage) Hit Points 98 (15d8+30) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

20 (+5)

14 (+2)

24 (+7)

14 (+2)

16 (+3)

Saving Throws Dex +9, Con +6, Int +11, Cha +7 Skills Deception +11, Investigation +11, Lore +11, Nature +11, Perception +6, Technoloy +11 Senses Passive Perception 16 Languages Galactic Basic, Binary, Huttese, Shyriiwook Challenge 12 (8,400) Legendary Resistance (3/day). If the Outlaw Archaeologist fails a saving throw, it can choose to succeed instead. Practiced Liar. Creatures have disadvantage on insight checks to determine if the Outlaw Archaeologist is lying. If a creature has caught the Outlaw Archaeologist lying before, they do not roll with disadvantage. Sneak Attack (1/turn). The Outlaw Archaeologist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Outlaw Archaeologist that isn't incapacitated and the Outlaw Archaeologist doesn't have disadvantage on the attack. Tech Resistance. The Outlaw Archaeologist has advantage to on saving throws against Tech Powers. Techcasting. The Outlaw Archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks). The Outlaw Archaeologist has 29 tech points and knows the following tech powers:

ACTIONS Multiattack. The Outlaw Archaeologist makes two attacks. Techblade. Melee Weapon Attack: +9 to hit, Reach 5ft., one target. Hit: 8 (1d6+5) kinetic damage. Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged 40/160 ft., one target. Hit: 9 (2d6+5) energy damage.

LEGENDARY ACTIONS The Outlaw Archaeologist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Outlaw Archaeologist regains spent legendary actions at the start of its turn. At-Will Power. The Outlaw Archaeologist casts an At-Will power. Move. The Outlaw Archaeologist moves up to its speed without provoking attacks of oppurtunity. Cast Tech Power (Costs 2 actions). The Outlaw Archaeologist casts a Tech Power, expending tech points as normal. Boop (Costs 3 actions). The Outlaw Archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20 foot radius of the point must make a DC 19 Dexterity saving throw, taking 17 (4d8) re damage and 17 (4d8) energy damage on a failed save, or half as much on a successful one.

177

SMUGGLERS A smuggler, also known by the euphemism free trader, is someone who engaged in the clandestine shipment of goods or people to prevent taxation or some other impediment. The goods shipped are often highly illegal or banned in some sectors. Weapon smugglers are referred to as gun runners. By far the most commonly smuggled substances are varieties of spice. Although most kinds of spice are psychoactive drugs, and most forms were illegal under the Empire, the government's main concern is not to stem the ow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming signi cant threats. Other cargo for smugglers include chak-root, stolen merchandise, and even clear water. In extreme situations, smugglers delivered standard resources or food.

SMUGGLER Medium Humanoid (any), chaotic balanced

Armor Class 17 (heavy combat suit) Hit Points 60 (9d8+18) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

20 (+5)

14 (+2)

18 (+4)

16 (+3)

16 (+3)

Saving Throws Dex +8, Cha +6 Senses passive Perception 16 Skills Persuasion +6, Deception +9, Piloting +10, Acrobatics +8, Perception +6 Languages Galatic Basic, Huttese Challenge 4 (1,100) Cunning Action. On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The Smuggler deals an extra 12 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll. Bad Feeling When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined. Tech Casting. The Smuggler is a 6th level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points). The Smuggler knows the following powers: At Will: combustive shot, encrypted message, assess the situation 1st Level: target lock, element of surprise, flash, oil slick, smoke cloud,stack the deck 2nd Level: translocate, mirror image, charge powercell, infiltrate, smuggle 3rd Level: debilitating gas, invisibility to cameras

ACTIONS Multiattack. The Smuggler makes two weapon attacks Heavy Blaster Pistol Ranged Weapon Attack. +8 to hit, range 40/160, one target. Hit 9 (1d8+5) energy damage. Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d4+5)

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BARON ADMINISTRATOR

Lucky (3/day). When the Baron makes an attack roll, an ability check, or a saving throw, he can choose to roll an additional d20. He can then choose which of the d20s is used for the attack roll, ability check, or saving throw.

Medium humanoid (human), chaotic balanced

Armor Class 17 ( ber armor, light shield) Hit Points 110 (20d8+20) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

20 (+5)

12 (+1)

22 (+6)

16 (+3)

20 (+5)

Saving Throws Cha +9, Dex +9, Int +10, Senses passive Perception 21 Condition Immunities charmed, frightend Skills Deception +13, Investigation +10, Persuasion +13, Piloting +10, Stealth +9, Sleight of Hand +13, Languages Galatic Basic, Huttese, Rodese, Shyriiwook, Sullustese Challenge 12 (8,400 XP) All In (3/day). When the Baron makes an attack roll, and the result is less than 20, he can roll 1d10 adding it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit. Critical Analysis. As a bonus action the Baron can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following bene ts: After analyzing a hostile creature, the Baron can use its Intelligence modi er instead of Dexterity for attack and damage rolls against that creature. After analyzing a friendly creature, the target can end the Baron's Critical Analysis on them (no action required). The target then gains a +6 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes Cunning Action. On each of its turns, the Baron can use a bonus action to take the Dash, Disengage, or Hide action.

Lucky Number 7. whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this e ect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit. Legendary Resistance (3/Day). When the Baron fails a saving throw, he can choose to succeed instead. Multitasker. The Baron can take a second reaction each round. It can only take one reaction per turn. Sneak Attack (1/Turn). The Baron deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Baron that isn't incapacitated and the Baron doesn't have disadvantage on the roll. The Idiot's Array. When a creature hits the Baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, you take minimum damage on the damage roll and subtract the value of the superiority die. On a roll of 3 or lower, you instead take the maximum.

ACTIONS Multiattack. When the Baron makes three weapon attacks. Heavy Pistol Ranged Weapon Attack. +9 to hit, range 40/160, one target. Hit 13 (2d8+5) energy damage. Hidden Blade Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (2d4+5)

REACTIONS Tell Me The Odds. If the target of the Baron's Critical Analysis hits him with a weapon attack roll, he can use his reaction to roll 1d10. On a 4 or higher, the Baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once.

179

LEGENDARY CORELLIAN SMUGGLER

Sneak Attack (1/Turn). The Smuggler deals an extra 18 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Smuggler that isn't incapacitated and the Smuggler doesn't have disadvantage on the roll.

Medium Humanoid (human), chaotic balanced

Armor Class 20 (heavy combat suit +1) Hit Points 130 (15d8+30) Speed 30ft. STR

DEX

CON

INT

WIS

CHA

10 (+0)

24 (+7)

14 (+2)

18 (+4)

16 (+3)

16 (+3)

Saving Throws Dex +12, Int +9, Wis +8, Cha +8 Senses passive Perception 18 Damage Resistances cold, lightning, kinetic, ion and energy damage from unenhanced weapons Condition Immunities charmed, frightend Skills Persuasion +13, Deception +13, Piloting +14, Acrobatics +12, Perception +8 Languages Galatic Basic, Huttese, understands but cannot speak Shyriiwook Challenge 16 (15,000) Shoots First. When combat begins the smuggler may take his turn immediatly before the initiative order is determined. After which initiative is rolled by all those in combat including the smuggler. Alert. The Smuggler can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the smuggler. Cunning Action. On each of The Smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Legendary Resistance (3/Day). When the Smuggler fails a saving throw, he can choose to succeed instead.

180

Avoidance. If the Smuggler is subjected to an e ect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Bad Feeling When the Smuggler rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined. Tech Casting. The Smuggler is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 16, +8 to hit with power attacks, 44 tech points). The Smuggler knows the following powers: At Will: combustive shot, encrypted message, assess the situation 1st Level: target lock, element of surprise, flash, oil slick, smoke cloud, stack the deck 2nd Level: translocate, mirror image, charge powercell, infiltrate, smuggle 3rd Level: debilitating gas, invisibility to cameras 4th Level: salvo 5th Level: mislead, override interface, shutdown

ACTIONS Multiattack. The Smuggler makes three weapon attacks Modified DL44 Blaster Ranged Weapon Attack. +12 to hit, range 40/160, one target. Hit 19 (3d8+7) energy damage. Hidden Blade Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 15 (4d4+7)

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

LEGENDARY WOOKIEE SMUGGLER Medium humanoid (wookiee), chaotic light

Armor Class 18 (wookiee hide) Hit Points 150 (20d8+60) Speed 40ft., climb 40ft. STR

DEX

CON

INT

WIS

CHA

22 (+6)

20 (+5)

16 (+3)

14 (+2)

16 (+3)

8 (-1)

Saving Throws Str +11, Dex +10, Con +8, Wis +8, Senses Darkvision 60ft., passive Perception 18, Damage Resistances cold, lightning, kinetic, ion and energy damage from unenhanced weapons Condition Immunities charmed, frightend Skills Athletics +16, Technology +7, Piloting +12, Nature +8, Perception +8 Languages Shyriiwook, understands but cannot speak Galatic Basic, Huttese Challenge 15 (13,000 XP) Agressive. As a bonus action, the smuggler can move up to its speed toward a hostile creature that it can see. Close Quarters Shooting. If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage. Brawling Mastery. The smuggler's speed isn’t a ected by carrying a grappled creature who is large or smaller. Legendary Resistance (3/Day). When the Smuggler fails a saving throw, she can choose to succeed instead.

ACTIONS Multiattack. The smuggler makes three weapon attacks. Modified Wookiee Bowcaster Ranged Weapon Attack. +10 to hit, range 40/160, one target. Hit 20 (3d10+5) energy damage. Unarmed Strike Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 14 (2d8+6) and the target is grappled. Rend (1/turn). The smuggler tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 20 (4d8+6) kinetic damage and is stunned until the end of the smuggler's next turn. On a success, the creature takes normal unarmed strike damage.

REACTIONS Close Quarters Mastery. The smuggler can utilize its reaction to make an opportunity attack utilizing it's bowcaster against a creature that enters or leaves a 15ft radius of the smuggler.

181

THUGS & SECURITY FORCES Various di erent types of thugs and security forces, appropriate for gangs, simple ru ans, or mercenaries.

AQUALISH ENFORCER Medium humanoid (aqualish), chaotic dark

Armor Class 16 (durasteel armor) Hit Points 93 (11d8+44) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

18 (+4)

11 (+0)

11 (+0)

16 (+3)

Saving Throws Str +6, Con +6, Wis +2 Skills Intimidation +5 Senses darkvision 60 ft., passive Perception 10 Languages Galactic Basic, Aqualish and one other Challenge 4 (1,100 XP) Aggressive. As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see. Fury. The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

ACTIONS Multiattack. The aqualish makes two weapon attacks. Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (1d12+4+1d8) kinetic damage. Slugthrower. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage. Burst. The aqualish sprays a 10-foot-cube area within range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save. Battle Cry (1/Day). Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already a ected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.

182

GLADIATOR

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Medium humanoid (any), chaotic dark

ACTIONS

Armor Class 16 (combat suit, heavy shield) Hit Points 112 (15d8+45) Speed 30 ft.

Multiattack. The gladiator makes two vibroblade attacks and one shield bash.

STR

DEX

CON

INT

WIS

CHA

18 (+4)

15 (+2)

16 (+3)

10 (+0)

12 (+1)

15 (+2)

Saving Throws Str +7, Dex +5, Con +6 Skills Athletics +10, Intimidation +5 Senses passive Perception 11 Languages Galactic Basic and one other Challenge 5 (1,800 XP) Brave. The gladiator has advantage on saving throws against being frightened.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

REACTIONS Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.

183

BERSERKER

RUFFIAN

Medium humanoid (any), any chaotic alignment

Medium humanoid, neutral dark

Armor Class 13 (heavy combat suit) Hit Points 67 (9d8+27) Speed 35 ft.

Armor Class 14 (battle armor) Hit Points 13 (2d8+4) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

16 (+3)

12 (+1)

17 (+3)

9 (-1)

11 (+0)

9 (-1)

15 (+2)

14 (+2)

13 (+1)

10 (+0)

9 (-1)

12 (+1)

Senses passive Perception 10 Languages Galactic Basic and one other Challenge 2 (450 XP) Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) kinetic damage.

184

Skills Intimidation +3 Senses passive Perception 9 Languages Basic, Huttese Challenge 1/2 (100 XP)

ACTIONS Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one target. Hit: 6 (1d8+2) energy damage Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) kinetic damage.

SPY

THUG

Medium humanoid (any), any alignment

Medium humanoid (any), any alignment

Armor Class 12 (unarmored) Hit Points 27 (6d8) Speed 30 ft.

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

STR

DEX

CON

INT

WIS

CHA

10 (+0)

15 (+2)

10 (+0)

12 (+1)

14 (+2)

16 (+3)

Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages Galactic Basic and one other Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

STR

DEX

CON

INT

WIS

CHA

13 (+1)

12 (+1)

12 (+1)

10 (+0)

10 (+0)

8 (-1)

Senses passive Perception 10 Languages Galactic Basic and one other Challenge 1/8 (25 XP)

ACTIONS Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage Vibromace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) kinetic damage. Burst. The thug sprays a 10-foot-cube area within range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

ACTIONS Multiattack. The spy makes two weapon attacks. Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage. Techblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.

185

UGNAUGHTS Diminutive, porcine humanoids who have pink skin, upturned noses, white hair, and thick layers of jowls, Ugnaughts are considered one of the hardest-working species in the galaxy. Some have tusks that they use in blood duels. They are strong and resilient, and their life-spans reach up to more than 200 standard years. They notably ate genteslugs. Ugnaughts evolved on Gentes, a planet located in the Anoat sector of the Outer Rim Territories. However, throughout history, many were sold into slavery and taken to new worlds to work as slaves or indentured servants.

UGNAUGHT BOSS Small humanoid (Ugnaught), lawful dark

Armor Class 15 (mesh armor) Hit Points 81 (18d6+18) Speed 25 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

16 (+3)

12 (+1)

14 (+2)

10 (+0)

12 (+1)

Saving Throws Con +3 Skills Athletics +3, Persuasion +3 Damage Resistances Acid Senses Darkvision 60ft, passive Perception 10 Languages Galactic Basic, Bocce, Jawa, Ugnaught Challenge CR 2 (450 XP) Aura of Command. Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This e ect ends if the o cer is incapacitated. Tech Casting. The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points). The Ugnaught Boss knows the following powers: At-will: Acid Splash, Cryogenic Burst, Mending, On/Off 1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud 2nd-level: Acid Dart, Lock, Smuggle

ACTIONS Multiattack. The Ugnaught Boss makes two weapon attacks.

186

UGNAUGHT RIGGER Small humanoid (Ugnaught), lawful dark

Armor Class 15 (mesh armor) Hit Points 72 (16d6+16) Speed 25 ft. STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

8 (-1)

10 (+0)

10 (+0)

Saving Throws Con +3 Skills Athletics +3 Damage Resistances Acid Senses Darkvision 60ft, passive Perception 10 Languages Ugnaught Challenge CR 1 (200 XP)

ACTIONS

Blaster Carbine. Ranged Weapon Attack: +5, range 60/240 ft, one target. Hit 6 (1d6+3) energy damage.

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160 ft, one target. Hit 6 (1d8+2) energy damage.

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)

WORLD DEVASTATOR World Devastators, also known as World Smashers, World Sweepers, Planet Smashers, or City Eaters, are gigantic superweapons, successors of the Imperial Leviathan, with strong tractor beams attached to them that can wreak havoc on planets. They were designed by Umak Leth and employed by the Galactic Empire under the reborn Emperor Palpatine. A Devastator's primary tactic is to land on the surface of a planet where its mighty tractor beam projectors can literally tear the planet beneath it apart. The deconstruction of the planet and its resources will then be used for both fuel for the Devastator and for its massive foundries which churn out starships, star ghters, and droids which may be sent into battle straight from the assembly line. The internal factories can create anything from a star ghter or speeder to a medium-sized cruiser, given enough resources. Each World Devastator is controlled by a central droid brain—sentient crewmembers are aboard to oversee production and handle navigation or weapons systems. The droid brain is responsible for creating the new weapons of war, and is programmed with a massive store of ship types and parameters, able to create a wide variety of vessels for any combat situation.

In addition, the factories can also focus on upgrading the World Devastator itself; a portion of the raw materials created in the molecular furnace is set aside for advancements to the main body. With these unique customizations, no two "mature" World Devastators are truly alike. Given su cient time and resources, a World Devastator can even manufacture more World Devastators. These machines' shields are so strong that even concentrated turbolaser re cannot penetrate them, and most times any contact with another enemy ship results in the consumption of that ship by the World Devastator. Newer, smaller Devastators carry their shield generators on their outer hull, which may be vulnerable to star ghter attack.

Villains

187

WORLD DEVASTATOR, JUVENILE Garagantuan construct, unaligned

Armor Class 19 (armor plating) Hit Points 615 (30d20+300) Speed 40 ft., y 40 ft. STR

DEX

CON

INT

WIS

CHA

30 (+10)

2 (-4)

30 (+10)

10 (+0)

10 (+0)

7 (-1)

Saving Throws Str +18, Con +18 Damage Vulnerabilities Ion Damage Resistances Psychic Damage Immunities Poison, Necrotic Condition Immunities Poisoned, Frightened, Petri ed, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease Senses darkvision 120 ft., passive perception 10 Languages Binary Challenge 28 (120,000 XP) Circuitry. The construct has disadvantage on saving throws against e ects that would deal ion or lightning damage. Droid Manufacturing. The world devastator can produce medium size droids, which it can deploy using its Deploy Droids legendary action, or which can be fought by creatures inside of the world devastator. Earth-Shaking. As a bonus action, the world devastator can send a shock wave through the ground in a 300-footradius circle centered on itself. That area becomes di cult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 26 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) kinetic damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. Heavy Shielding. The world devastator employs heavy shield generators, making it di cult for smaller arms to damage it. Unless the damage from a single attack or e ect exceeds 30 points, the world devastator takes no damage from that attack. If the world devastator takes an amount of damage from a single attack or e ect equal to or greater than its damage threshold, it takes damage as normal. Interior Vulnerability. The world devastator's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such e ects that occur in its interior. Legendary Resistance (3/Day). If the world devastator fails a saving throw, it can choose to succeed instead.

188

Villains

Molecular Engine Collapse. When the world devastator is reduced to zero hit points it explodes in a swath of atomic destruction. Each creature and object within 1 mile of the world devastator take 55 (10d10) kinetic damage, 55 (10d10) energy damage, and 55 (10d10) sonic damage. Each damage type can be reduced by half with a successful DC 18 saving throw: Dexterity vs. kinetic, Constitution vs. energy, and Wisdom vs. sonic. Additionally, a creature that fails two or three of the saving throws is a ected by a tear in hyperspace and appears 5d100 miles away in a random direction. Towering. Creatures of Huge size or smaller can stand in the world devastator's space.

ACTIONS Multiattack. The world devastator makes three pointdefense attacks. Point-Defense. The world devastator chooses a point within 320 ft and lets loose a barrage of blaster re from its point defense system. Each creature in a 15ft cube around that point must succeed on a DC 26 Dexterity saving throw, taking 26 (3d10+10) energy damage on a failed save, or half as much damage on a successful one. Blast Attacks (Recharge 5-6). The world devastator makes one of the following blast attacks. Gravitic Beam. The world devastator expels a 90-foot cube of powerful localized gravity, originating from the construct. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the rst time in a turn, including when the world devastator creates the eld, it must make a DC 26 Strength saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the eld. A restrained creature repeats the saving throw at the end of its turn. The eld persists until the world devastator’s blast attack recharges, and it can’t use gravitic beam consecutively. Molecular Engine Flare. The world devastator expels plasma in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 55 (13d6+10) re damage and 55 (13d6+10) energy damage on a failed save, or half as much damage on a successful one. Spew Rock. The world devastator expels rocky debris in a 90-foot cube. Each creature in that area must make a DC 26 Dexterity saving throw. A creature takes 71 (13d10) kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

LEGENDARY ACTIONS The world devastator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The world devastator regains spent legendary actions at the start of their turn. Deploy Droids (Costs 2 Actions). The world devastator manufactures a squad of droid troops. It deploys 1 B1Battle Droid Squad. This squad appears in any unoccupied spaces within 10 ft. of the world devastator. Detect. The world devastator makes a Wisdom (Perception) check with advantage. Point-Defense. The world devastator makes a single attack with its point-defense. Repair (Costs 3 Actions). The world devastator regains 52 (5d20) hit points.

YUUZHAN VONG The Yuuzhan Vong—"Children of Yun-Yuuzhan", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy. Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to re ect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made speci cally for feeling pain. The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are una ected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to a ect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in e ect, crush the Yuuzhan Vong. Culture. Yuuzhan Vong culture is centered on sacri ce, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacri ced their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacri ce parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times. The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love a airs between two di erent castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok. Villains

189

Technology. The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an a ront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow.

AMPHISTAFF Like all Yuuzhan Vong biotechnology, amphista s were fully organic beings native to the Yuuzhan Vong homeworld. Young amphista s grew in trios from leathery polyps, reaching out and snatching whatever prey could be found and redirecting it into the polyp's gaping maw, known as the groundmouth, thus feeding all four entities simultaneously. Eventually the amphista s lengthened to around 2 to 3 meters, too large for their polyp to support them. They would break o , escaping their amphista breeding gla, and slither into the wilderness leaving the polyp to die. Amphista s saw in infrared light.

WARRIOR CASTE The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphista , which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster re or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined. Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.

AMPHISTAFF

ACTIONS

Small beast, unaligned

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Armor Class 13 Hit Points 13 (3d6+3) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

2 (-4)

16 (+3)

12 (+1)

2 (-4)

10 (0)

3 (-4)

Damage Immunities energy, poison; ion and kinetic from unenhanced weapons Condition Immunities poisoned Senses truesight 30 ft., passive Perception 10 Languages — Challenge 2 (450 XP)

190

Shaped Fortitude. If damage reduces the amphista to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the amphista drops to 1 hit point instead.

Villains

Spit Poison. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success.

VONGSENSE Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had su ered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. Jedi practitioners have to temporarily abandon their connection with the Force in order to use Vongsense.

YUUZAHN VONG WARRIOR

Transform Amphistaff. As a bonus action, the warrior can change the form of its amphista .

Medium humanoid (yuuzahn vong), chaotic neutral

ACTIONS

Armor Class 17 (vonduun half plate armor) Hit Points 44 (8d8+8) Speed 30 ft.

Multiattack. The warrior can make two melee weapon attacks.

STR

DEX

CON

INT

WIS

CHA

15 (+2)

14 (+2)

12 (+1)

13 (+1)

13 (+1)

11 (0)

Saving Throws Str +5, Con +4 Damage Resistance force Damage Immunities energy while in vonduun armor Senses darkvision 60 ft., passive Perception 11 Languages Yuuzhan Vong Challenge 5 (1,800 XP) Limited Force Immunity. The warrior can't be a ected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and e ects.

Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d6+2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Amphistaff (Staff Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage, or 7 (2d4+2) kinetic damage if used with two hands to make a melee attack. Amphistaff (Whip Form). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Villains

191

YUUZAHN VONG WARLORD Medium humanoid (yuuzahn vong), chaotic neutral

Armor Class 18 (vonduun plate armor) Hit Points 98 (13d8+39) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

16 (+3)

14 (+2)

16 (+3)

13 (+1)

14 (+2)

15 (+2)

Saving Throws Str +6, Con +6 Damage Resistance force Damage Immunities energy while in vonduun armor Senses darkvision 60 ft., passive Perception 12 Languages Yuuzhan Vong Challenge 11 (7,200 XP) Limited Force Immunity. The warlord can't be a ected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and e ects. Martial Advantage. Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated. Transform Amphistaff. As a bonus action, the warlord can change the form of its amphista .

ACTIONS Multiattack. The warlord can make three melee weapon attacks. Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 6 (1d6+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Amphistaff (Staff Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage, or 8 (2d4+3) kinetic damage if used with two hands to make a melee attack. Amphistaff (Whip Form). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Leadership (Recharges after a Short or Long Rest). For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can bene t from only one Leadership die at a time. This e ect ends if the warlord is incapacitated.

REACTIONS Parry. The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.

192

Villains

FIRE BREATHER

YORIK-KUL

The Fire Breather is a huge leviathan with tough hide and natural chemicals that are manipulated by the Yuuzhan Vong for use as a heavy support organism. These deadly war beasts have exible proboscises that spew streams of gelatinous ame, pores that exhale anti-laser aerosols, and hides thick enough to withstand all but a blast from a turbolaser. The liquid ame is created through a unique chemical reaction caused by the mixture of methane, hydrogen sul de, and a mysterious substance deep within the guts of the Fire Breather. The beasts are often deployed for clearing out entrenched enemy positions.

Yorik-Kul, or surge-coral in Galactic Basic Standard, is an organic device used by the Yuuzhan Vong and implanted into slaves, which then allow the slave to receive mental commands from a yammosk or a dhuryam. This, however, comes at a cost, since the wearers will eventually lose their sentience and become mindless beings. Slaves that have lost their minds are used as cannon fodder to absorb blaster re on the battle eld. Surge-coral also causes its wearers to grow thin and vanish in the Force. Eventually, the Shapers developed surge-coral that is less detrimental to the slaves, which only causes pain instead of turning them into drones.

YORIK-KUL SLAVE SOLDIER

FIRE BREATHER Huge Beast lawful neutral

Medium humanoid, unaligned

Armor Class 18 (natural armor) Hit Points 178 (17d10+85) Speed y 60ft.

Armor Class 13 (Natural Armor) Hit Points 88 (16d8+16) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

20 (+5)

10 (+0)

21 (+5)

14 (+2)

11 (+0)

19 (+4)

16 (+3)

17 (+3)

13 (+1)

11 (+0)

10 (+0)

8 (-1)

Damage Immunities Fire Skills Perception +8 Senses passive Perception 7 Languages blindsight 30ft., darkvision 120ft., passive Perception 18 Challenge 10 (5,900 XP) Anti Laser Aerosol. Ranged Weapon Attacks that would deal energy damage have disadvantage against the Fire Breather.

ACTIONS Multiattack. The re breather makes two tentacle attacks and one ame sweep attack per round. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8+5) kinetic damage & 6 (2d6) re damage. If the target is a Huge or smaller creature, it is grappled (escape DC 17) and takes 9 (1d8+ 5) re damage at the start of each of its turns until the grapple ends. The Fire Breather can have up to four targets grappled at a time. Flame Sweep. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 5d6 re damage on a failed save, or half as much damage on a successful one. The re ignites any ammable objects in the area that aren’t being worn or carried Fire Breath (Recharge 5-6). The Fire Breather exhales re in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (l6d6) re damage on a failed save, or half as much damage on a successful one.

Condition Immunities frightened Senses passive Perception 10 Languages Understands Yuuzhan Vong but cannot speak Challenge 2 (450 XP) Unfeeling Fortitude. If damage reduces the slave soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is from a critical hit. On a success, the slave soldier drops to 1 hit point instead. Psychic Link. The slave soldier is linked to a Yammosk or a Dhuryam that gives it orders during combat.

ACTIONS Multiattack. The slave soldier makes two weapon attacks. Coufee. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) kinetic damage.

YAMMOSK Yammosks, or war coordinators, are creatures used as coordinators during battles to send orders to other spacecraft, such as coralskippers, to optimize their actions. Sometimes, Yammosks are placed on covert operation missions where the creature uses its talents to link the mind of Yuuzhan Vong commandos. This provides such operatives with a secured means of communications as their thoughts are linked to one another. Yammosks are at least partially sentient. If destroyed or badly injured, a Yuuzhan Vong war force typically descended into chaos without the guiding in uence of its yammosk. A yammosk's control over its forces was also capable of being disrupted through the use of gravitic amplitude modulators. Villains

193

Physically, yammosks resemble huge brains, kept in vats, which trail thousands of tentacles. Its only solid bodily structure is its single tooth which is hidden within its boneless esh. The tooth is capable of biting with incredible force allowing it to break through rock and ice which are weakened through the secretion of acids.

YAMMOSK Large Beast, lawful neutral

Armor Class Armor Class 10 (13 with Dovin Basal protection (battle precognition)) Hit Points Hit Points 210 (20dl0+100) Speed Speed 5 ft., y 10 ft.. STR

DEX

CON

INT

WIS

CHA

15 (+2)

10 (+0)

20 (+5)

21 (+5)

19 (+4)

24 (+7)

Skills Deception +12, Insight +14, Intimidation +12, Persuasion +12 Senses blindsight 120 ft., passive Perception 14 Languages Basic, and Yuuzhan Vong but can't speak, telepathy 5 miles Challenge 14 (11,500 XP) Legendary Resistance (3/Day). If the Yammosk fails a saving throw, it can choose to succeed instead. Creature Sense. The Yammosk is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by the mind blank force power can't be perceived in this manner. Telepathic Hub. The Yammosk can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Yammosk can let those creatures telepathically hear each other while connected in this way. War Coordinator. The Yammosk gives all Yuuzhan Vong and their creatures advantage on attack and save rolls when it is within 60ft of the Yammosk Force Resistance. The Yammosk has advantage on saving throws against force powers and other force e ects. Yuuzhan Vong Biotech. the Yammosk can cast certain certain powers utilizing its own biology and Yuuzhan Vong Biotech (Yuuzhan Vong biotech abilities will have the same guidelines as the force/tech power they are named after ). The Yammosk's innate casting ability is Intelligence (power save DC 18). It can innately cast the following powers: At will: sense emotion, telekinesis, battle precognition 1/day each: dominate mind, mind trap

ACTIONS Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+ 5) psychic damage at the start of each of its turns until the grapple ends. The Yammosk can have up to four targets grappled at a time.

194

Villains

Yammosk are spawned rather then being created. Immature members of this species are required to be partially submerged in nutrient liquid but in time they become full air-breathers. A yammosk is considered the physical form of the Yuuzhan Vong god Yun-Yammka, the Slayer body manifested onto the mortal plane.

Mind Blast (Recharge 5-6). The Yammosk magically emits psychic energy. Creatures of the Yammosk's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5dl0+5) psychic damage and be stunned for l minute. A target can repeat the saving throw at the end of each of its turns, ending the e ect on itself on a success. Psychic Link. The Yammosk targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Yammosk can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Yammosk can terminate the link at any time (no action required). The target can. use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6} psychic damage. The psychic link also ends if the target and the Yammosk are more than 5 miles apart, with no consequences to the target. The Yammosk can form psychic links with up to ten creatures at a time. Battle Coordination. The Yammosk can use its action to allow up to 10 Yuuzhan Vong creatures to use their reaction to either to make an attack or move up to their movement speed. Sense Thoughts. The Yammosk targets a creature with which it has a psychic link. The Yammosk gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Yammosk can also make a Charisma (Deception} check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the Yammosk succeeds, the mind believes the deception for l hour or until evidence of the lie is presented to the target.

LEGENDARY ACTIONS The Yammosk can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Yammosk regains spent legendary actions at the start of its turn. Tentacle. The Yammosk makes a tentacle attack. Break Concentration. The Yammosk targets a creature within 120 feet of it with which it has a psychic link. The Yammosk breaks the creature's concentration on a power it has cast. The creature also takes ld4 psychic damage per level of the power. Psychic Pulse. The Yammosk targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Yammosk within 10 feet of that creature take 10 (3d6} psychic damage. Tentacle attack. The Yammosk makes a tentacle attack.

ZAKKEG Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas. Popular Culture. Zakkegs are known for being crafty and stubborn. The mercenary Saponza compared the Tusken Raider known as the Jundland General to a zakkeg after discovering that he had several heavily forti ed bases. Associates of the smuggler Liana Kor described her as being as "stubborn as a zakkeg, and twice as mean."

"Its a huge, red lizard that's built like a Baragwin battle tank. It has a hide so thick it might as well be durasteel plating." ―Mandalorian guard captain

ZAKKEG Large beast, unaligned

Armor Class 17 (natural armor) Hit Points 76 (8d10+32) Speed 30 ft. STR

DEX

CON

INT

WIS

CHA

20 (+5)

6 (-2)

18 (+4)

2 (-4)

11 (0)

4 (-3)

Saving Throws Str +7 Damage Resistance energy, ion, and kinetic from unenhanced weapons Senses passive Perception 10 Languages — Challenge 7 (2,900 XP) Keen Smell. The zakkeg has advantage on Wisdom (Perception) checks that rely on smell. Spiked Hide. Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

ACTIONS Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Villains

195

Fisto's Codex - GM Binder - PDFCOFFEE.COM (2024)

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