You are on page 1of 67

Disclaimer

The Dathomir Field Guide has been compiled by Rob ―RobShanti‖ Petrone from the work of the dedicated fans at the Wizards.com bulletin boards
and from all corners of the internet, including, but not limited to, Matt Lee’s wonderful www.saga-edition.com and Wookieepedia. The contents of the
document are the sole possession and property of the author, Rob ―RobShanti‖ Petrone (henceforth referred to as "the Author") and collective
creators unless otherwise noted. Distribution, reproduction, or display of this compilation is forbidden - permission granted upon request and
contingent on the author's approval. Reproduction with the intent of sale, or actual sale is, according to United States Copyright Law, an
infringement on George Lucas et al., being a challenge to the commercial viability of Star Wars: The Roleplaying Game by Wizards of the Coast.

The information contained within this document is not for sale, and is designed and presented for the private use of parties using Star Wars: The
Roleplaying Game. Use of material releases author of any and all liability concerning any challenge to LucasFilm, Ltd., and their copyrights where
concerned, as a result of any action of a viewer/user of the material. Any files owned by the Author found on other locations on the internet or in
print without permission/knowledge of the Author is considered (by law) copyright infringement, and those responsible will be pursued as per the
maximum extent of the laws of the United States of America, and/or International Copyright laws, including (but not restricted to) the Berne
Convention, the Universal Copyright Conventions, and the Uruguay Round Agreement (WTO).

Where not covered in the following, should a copyright contest occur, the Author will FULLY YIELD to the letter of the law with no contest to STAR
WARS ® and © 2000 Lucasfilm, Ltd., title, character, and place names protected by all applicable trademark laws, all rights reserved, used without
authorization, and will be removed promptly upon request with no contest on the part of the Author. The material contained herein is unofficial, and
is not intended for sale. It in no way can be deemed a contest of the rights and ownership of Lucasfilm Ltd., or licensees thereof, including Wizards of
the Coast. Any logos, titles, graphics and other iconography associated with Star Wars used are for identification purposes only, and are copyright
ultimately by Lucasfilm, Ltd. or the owner of the logo in question. All other graphics and logos specific to the document are the exclusive property of
the Author and Artists unless mentioned otherwise.

Where not covered above, all material written by the author is presented under the auspices of the Fair Use sections of the United States Copyright
Law, as the only thing non-original to the author and the collective contributors is the very concept of the Star Wars "universe"; thus, this additional
creative work does not pose any threat or challenge to the commercial viability of Lucasfilms, Ltd., or licensees thereof, including Wizards of the
Coast. In accordance with Fair Use, the author claims sole copyright, thus removing all material contained on the internet from "public domain.‖

The generous contributors to this project include:

Zach ―Batshido‖ Cullimore


―richterbelmont10‖
―MERC_1‖
Gregg ―ZehnWaters‖ Hammerquist
Chandra ―arupa‖ Ruchira
Garrett ―barefoottourguide‖ Crowe
Ben "Eli_the_Tanner" Szulecki
Chris ―GMChris‖ Witt
―MajesticMoose‖
The crew of Fandom Comics
The contributors of Wookieepedia

I hope fellow fans enjoy this labor of love and get to use it in future games. May those games be many, and your fun be abundant!

Fondly,
Rob ―RobShanti‖ Petrone
Table of Contents
Vehicles 18
Introduction 4
Dathomir Gazetteer And Historical Timeline 19
A Brief History of Dathomir 4
The Pre-Republic Era 20
Species 5
The Old Republic Era 20
Dathomiri 5
The Republic Classic Era 21
Drackmarian 5
The Clone Wars 21
Kwa 5
The Galactic Civil War 22
Reptoid 6
The New Republic 23
Heroic Traits 7
The Galactic Alliance 25
New Destiny 7
Dathomir Points Of Interest 26
New Talents 8
Allies And Adversaries 29
New Feats 9
Characters 29
New Force Powers 9
Native Beasts 49
The Force 10
Mini-Adventure: Dark World Of Dathomir 65
Shamans 10
Index 67
Allyan Magic 11

Weapons, Armor, Equipment And Artifacts 12

Melee Weapons 12

Ranged Weapons 13

Armor 14

Equipment 14

Talismans And Totems 16

3
INTRODUCTION descendants in responsible use of their magic. As a former Jedi
Knight, Allya based some of the text on the Jedi Code:
Dathomir! A mysterious and obscure world in the Quelii sector of the
Outer Rim, this planet represented a vergence in the Force, centered Daughters of Allya. Learn these words and learn them well, for
around a place, if there ever was one. A temperate and beautiful they are the foundations that will increase your strength and keep
planet by Human standards, nine-tenths of the world remained you safe from harm.
unexplored and uninhabited, with the population limited to a relatively Those who suffer emotion will never enjoy peace.
small area along the edge of one of the three main continents. Many Those who choose ignorance will never know their own greatness.
events of galactic significance have occurred on or at Dathomir, and Those who yield to passion will fail to dominate.
this guide is intended to help the Gamemaster devise adventures Those who fear death will never achieve pure power.
surrounding this lush, dangerous world and its inhabitants. Inside Never forget that your magic must always be used wisely.
you will find a wealth of knowledge pertaining to all aspects of Never concede to evil, lest you be consumed by it.
Dathomiri society, including the Force tradition of the Witches of
Dathomir and their villainous splinter sect, the Nightsisters. Allya's descendants eventually dispersed themselves across
Dathomir creating new clans of Dathomiri Witches, each of which
There is more to the Force than just the ways of the Jedi and Sith. had their own copy of the book. Although the message in each book
On Dathomir, light and dark engage in eternal battle, but the was based on Allya's original message, each clan added its own
philosophies and cosmologies of the Witches of Dathomir and discoveries and spells to their copy. Some clans even took Allya's
Nightsisters of Dathomir have a very different, if familiar, flavor. original message and replaced it with various interpretations. One
Throughout this document, players and Gamemasters are such example of this would be the Nightsisters' Book of Shadows.
encouraged to look beyond the surface and discover the motivations
that make these characters such memorable and iconic parts of the Generations prior to the Clone Wars, a small group of Iridonian
Star Wars saga. Zabraks originating from Rattatak, where their ancestors had crashed
in a starcruiser, were brought to Dathomir during pirate raids. When
The Dathomir Field Guide is intended as a companion supplement to the Force Witches of Dathomir discovered that they could interbreed
the Star Wars Saga Edition Roleplaying Game, and includes a host with Zabraks, they isolated them to a small part of the planet where
of characters and creatures you can use to populate your Dathomir- they could draw from their population for mates and servants. The
based adventures. This writing is an invaluable reference for Nightsisters, a dark side splinter group of which Asajj Ventress was a
Gamemasters. GMs can pull statistics for allies, antagonists, member, created from these populations of male castaways the
creatures and minions straight out of its pages for use at a gaming Zabrak Nightbrothers, from whom Darth Maul was selected by the
table without having to generate characters for themselves. There’s Sith Lord Darth Sidious for apprenticeship. At some point during the
also plenty of information in this document for players, such as new Imperial Era, Dathomir served as a penal colony for the Empire.
talents, feats, weapons and equipment.
Eight years after the Battle of Yavin, Han Solo won the deed to
A Brief History of Dathomir Dathomir from Drackmarian Warlord Omogg in a game of sabacc
and destroyed the Nightsisters, freeing Dathomir to ally with the New
Dathomir was once home, in pre-Republic times, to the now extinct Republic. In 19 ABY, an agent of a faction known as the Second
Kwa, a sapient species of wise and intelligent reptilian spacefarers Imperium reestablished the Nightsisters and engineered a social
who built the Infinity Gate and lived side by side with the native, near- revolution, so that the new Nightsisters came to treat males as
sapient rancor. After the Kwa’s disappearance – or perhaps equals, adding escaped slaves from the other clans to their ranks. By
degeneration into the brutish Kwi – Dathomir later came to be ruled 22 ABY, some Great Canyon Clan warriors, like Captain Garowyn,
by the Rakata before they retreated to Lehon, and is now an isolated had already undergone thorough training at Brakiss’s Shadow
world sparsely populated by matriarchal tribes of Humans and Academy battlestation, and received commissions in the Imperial
Zabrak-Human hybrids. The original Human inhabitants are believed military. Later that year, however, Tenel Ka and Luke Skywalker
to have been exiles from an ancient, Outer Rim hegemony known as infiltrated the Great Canyon and from there were able to reach the
the Paecian Empire whose hold over Dathomir was stolen away by Shadow Academy. The clan's strength would be subsequently
Drackmarian warlords. Around 1,002 BBY, the Brotherhood of slashed by their defeat in the Second Imperium's attack on Yavin 4.
Darkness operated a Sith academy on the world that trained Sith
Acolytes and apprentices, though little, if any, trace of it is left. By the beginning of the Yuuzhan Vong War, Dathomir was once
again under New Republic protection, and although the planet fell
In approximately 600 BBY, a rogue Jedi Knight named Allya was during the Yuuzhan Vong’s initial attack in 27 ABY, the invaders soon
banished to Dathomir by the Jedi Council and took the leadership of realized that the native "Jeedai" were going to be harder to subdue.
the surviving Human denizens, teaching them, and eventually her Dathomir was never fully conquered, and after the war's end, Jedi
own children, her own matriarchal brand of the Force, enslaving the Master Streen and Dathomiri Jedi Kirana Ti and Damaya founded a
entire male population, domesticating the rancors and codifying her Praxeum on Dathomir in 30 ABY to train the local witches as Jedi. In
teachings, thereby single-handedly transforming Dathomiri society the following years, Jacen Solo came to the planet and trained in the
forever after. arts of the indigenous witches. Later, Luke Skywalker and his son
Ben tracked Vestara Khai to the planet and were rejoined by Han,
During her leadership of the Dathomiri, Allya eventually wrote a Leia, and Allana Solo. The Jedi became involved in some affairs on
treatise called The Book of Law, a grimoire of "magic" and "spells" the world, including a resurgent clan of Nightsisters and a proposed
originally meant to be moral a guide to teach Allya's female Sith-Nightsister alliance.
4
SPECIES

Dathomiri (Near-Human) generosity and are not easily coerced. They do not require sleep in
the technical sense of the term, but rather need only to rest for four
Dathomiri, or Dathomirians, are hours each night in a lethargic state, during which they are fully
a hybrid near-Human species aware of their surroundings.
native to the Outer Rim world
of Dathomir comprising the Some time between one to three thousand years before the Battle of
genes of female Humans Yavin, the Republic classified the planet Dathomir as part of the
Nightsisters and enslaved Quelii Sector, territory held by Drackmarian warlords, though the
Zabrak men. Dathomirian Drackmarians held little real interest in the planet. During the
females tend to have pale gray Galactic Civil War, the Drackmarians were fearless opponents of the
or white skin, blue eyes tall, Galactic Empire. Once in control of the Quelii sector, the
thin, athletic bodies and no Drackmarians were driven out by Warlord Zsinj. The Drackmarians
vestigial horns. Males (or were only loosely allied with the New Republic. The Morseerians
―malelings‖) more closely were reported to be one of their client species.
resemble Zabraks, muscular
and powerfully built with Appearances and Examples: The Drackmarians first appeared in
colorful skin and sharp horns. the novel The Courtship of Princess Leia, where Drackmarian
All specimens on Dathomir are warlord Omogg played a high-stakes game of Sabacc with Han Solo
Force-sensitive due to the genetic Force-sensitive component of the and lost the deed to Dathomir to the smuggler.
female Human Nightsisters who helped breed the sub-species.
Ability Modifiers: Str +2, Con +2, Cha -2
Dathomiri are a tribal people, and tend to use dark side magic. They Strong-willed: The Drackmarians are tough and are not easily
worship the Fanged God and the Winged Goddess and enslave coerced. They receive a +2 species bonus to Will defense.
many immigrated Zabrak men to do their biddings. Cold-blooded: Drackmarians become sluggish in cold climates, but
enjoy the heat of the sun. They take a -2 penalty to Fortitude
Appearances and Examples: Darth Maul, from The Phantom Defense when in areas of extreme cold, but gain a +2 bonus on
Menace and Asajj Ventress from The Clone Wars animated series Fortitude Defense against heat hazards.
are Dathomiri. Special Equipment: The dependence of the Drackmarians on the
methane atmosphere of their homeworld restricts their ability to leave
Ability Modifiers: none without use of specialized equipment. Without a breathing
Bonus Trained Skill or Bonus Feat: A Dathomiri character may apparatus, a Drackmarian will suffocate. A breathing apparatus
choose one additional trained skill from the list of class skills at first costs 2,000 credits, and a year’s supply of breathing filters costs 200
level or may gain one bonus feat at first level, but may not choose credits (50 credits on Drackmar). A Drackmarian character begins
both. play with these items at no cost.
Heightened Awareness: a Dathomiri may choose to reroll any Size: Medium (no special bonuses or penalties due to size).
Perception check, but the result of the reroll must be accepted even if Speed: A Drackmarian’s base speed is 6 squares.
it is worse. Language: Drackmarian, Basic.
Size: Medium (no special bonuses or penalties due to size).
Speed: A Dathomiri’s base speed is 6 squares.
Language: Paecian (females only), Zabrak (males only), Basic. Kwa

The Kwa were bipedal, three-


Drackmarian meter tall, cobalt-blue skinned
Drackmarians are saurians who lived in the pre-
reptilian humanoids Republic era and had the ability
from Drackmar in the to communicate with those
Quelii Sector of the whose telepathic abilities
Outer Rim. They are matched theirs. Kwa could also
a matriarchal warrior run at incredible speeds. They
species recognizable were an ancient species that
by their tails, large built the Star Temples on
sharp teeth, colorful Dathomir. They also built and
spotted scales, dorsal used the Infinity Gates as a
spikes running from weapon and as a means of
the top of their head interstellar travel. When their
to their tail and along empire was at its height, about
their shoulders, and 100,000 BBY, they encountered
the breathing apparatus they must wear when away from the the Gree Empire, leading to
methane atmosphere of Drackmar. They are known for their border disputes between the two societies.
5
For some unknown reason, the Kwa later began to lose their levels. It is possible that the Reptoids could regain their intelligence
influence in galactic politics. They sealed the Infinity Gates and Star if their surge-coral implants were removed. The fate of the Reptoids
Temples, and set guardians to protect the Temples, giant wuffa after the Yuuzhan Vong War is unknown, though they may have
worms with thick hides and impressive speed. Though it is unknown gone with the Yuuzhan Vong to Zonama Sekot.
what happened to the rest of the Kwa around the galaxy, the original
settlers of Dathomir eventually degenerated into the primitive species Reptoids do not appear on Dathomir, or indeed in the Galaxy at all,
later known as the Kwi. until the time of the Yuuzhan Vong invasion, twenty-five years after
the Battle of Yavin.
Appearances and Examples: The Kwa first appeared in the Young
Jedi Knights novel Shadow Academy, and appear again in the Dark Appearances and Examples: Reptoids appear in the Yuuzhon
Horse comic Infinity’s End, in a vision of Quinlan Vos. Vong novels.

Ability Modifiers: Int +2, Wis +2, Cha –2 Ability Score Modifiers: Con +2, Wis –2, Cha –2
Natural Telepath: A Kwa gains a +5 bonus when using the Bonus feat: Reptoids gain Improved Damage Threshold as a bonus
Telepathy aspect of the Use the Force skill, and can make untrained feat.
checks to use this aspect of the skill even without the Force Coufee Familiarity: The Coufee counts as a simple weapon for
Sensitivity feat. Reptoids.
Saurian Sprinter: A Kwa moves up to 6 times his or her speed when Darkvision: as described in the SECR.
taking the Run action, or up to 4 times in heavy armor. Size: Small
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Speed: A Reptoid’s base speed is 4 squares.
Grapple checks, +5 to Damage Threshold, increased carrying Language: Chazrach, Yuuzhan Vong
capacity and damage)
Speed: A Kwa’s base speed is 8 squares. Chazrach Coufee
Language: Kwa, Ancient Basic
A coufee was a slightly curved double-edged dagger used by
the Yuuzhan Vong in close-quarters combat. Coufees were
Reptoid often used as a last resort, and a first choice of suicide for
honor-driven warriors. The coufee was also used by Reptoid
Reptoids, also known as slave soldiers as their main weapon due to their short, stocky
―Chazrach‖ in their own stature. The Yuuzhan Vong and Reptoids used Venogel, an
tongue, are short, stocky, anointing untion, to clean the blades.
reptilian humanoids with
stubby snouts who served The weaponized form of the coufee eel, the daggers were
the Yuuzhan Vong as slave approximately 20 cm long, and like all Yuuzhan Vong
soldiers. They resemble technology, fully organic and alive. After the resolution of the
Trandoshans but much Yuuzhan Vong war, coufee eels resided in Liberation Lake on
smaller. Like the Yuuzhan Coruscant, where they became prey to the native hawk-bats.
Vong, the Reptoids are not It is also probable that the coufee made Zonama Sekot their
native to the Galaxy, having home as well.
been enslaved during the
Yuuzhan Vong's conquest of Type: exotic melee weapon (simple for Reptoids)
their galaxy. Unlike the Yuuzhan Vong, however, they have a Damage: 1d6/1d6 piercing
presence in the Force. For thousands of years, the Reptoids were Size: Small
bred in large numbers as expendable support troops. A pair of dome- Weight: 1 kg
like calcifications, surge coral implants, protrude from the forehead of Special: A coufee counts as a double weapon, allowing a
an enslaved Reptoid, inhibiting their autonomy and allowing their character to strike twice with it on the same round, albeit at a
Yuuzhan Vong masters to control them, often a fatal disadvantage in -10 penalty on each attack (unless the character has the
battle. appropriate feats to reduce that penalty). A coufee may be
wielded one-handed, even by Small creatures.
Reptoids are controlled in battle by Yuuzhan Vong warbeasts such
as Thrall Herders and Rakamats. If the controlling warbeast is
destroyed, the Reptoids associated with it attack any living thing,
including each other. Any form of cognizance and initiative
possessed by the base species vanished over the generations of
genetic tampering by the Shaper caste. This flaw, combined with
their small, stocky statures makes them incapable of mastering the
standard Amphistaff used by the Yuuzhan Vong Warrior caste. The
Reptoids instead use the inflexible coufee, an inferior breed of the
Amphistaff, which is better suited to their physiology. A few Reptoids
have served the Yuuzhan Vong so well over the generations that
they have been permitted to join the Warrior caste at its most basic xxxxxxxxxxxxxxxxxxxxxxxxxxxx
6
HEROIC TRAITS

DESTINY

A new Destiny available to beast-riding characters, is the "We've vehicles and starships is meant to accommodate that departure.
Been Through A Lot Together" Destiny from page 53 of Scum and Typically, under Saga edition rules, all a player needs to have an
Villainy. While this Destiny has typically only been applicable to animal companion is the Gamemaster’s permission. To that end,
starships and, to a lesser extent, planetary vehicles, characters in a players building Dathomir Witches may wish to have a mount, such
Dathomir-based campaign may apply this Destiny to a living mount. as a rancor, voritor lizard or horse. Without investing in the We've
Been Through A Lot Together Destiny for a living mount, the mount
The We've Been Through A Lot Together Destiny is different from all can be thought of as belonging to the Gamemaster, in a sense,
the other Destinies in the Core Rulebook and sourcebooks in that it is allowing the Gamemaster to do with the mount as the story
not a Destiny to be "fulfilled" – there is no single, defining, watershed necessitates; it can die, it can be stolen; it can turn on its rider. If the
event that completes this Destiny as there is for Destinies such as player wishes the mount to be an integral part of the character’s
Education or Corruption. Instead, the We've Been Through A Lot concept – thus insulating it from any of those fates – the player
Together Destiny has traditionally linked a character to his or her should invest in the We've Been Through A Lot Together Destiny for
starship or planetary vehicle. In a Dathomir-based campaign, the his or her mount.
Destiny can be used to link a character to a living mount. Like the
traditional application of this Destiny (to starships and planetary
vehicles), the living mount becomes part of the character's destiny.

A character linked to a living mount using the We've Been Through A


Lot Together Destiny is destined to have the most significant events
of his or her life occur with that living mount. The character earns
and spends Destiny Points using the same basic rules as with other
Destinies, but linking a living mount to your character causes the
rules to work slightly differently:

1. If a living mount is a character’s destiny, it can never be


permanently killed; there is always some way it returns to play,
whether by barely surviving despite impossible odds and slowly
returning to health, or some other means of escaping a final death.

2. A character with this Destiny can spend a Destiny Point to:

a. automatically cause a successful attack against the living mount


to miss;

b. automatically succeed on any Ride check;

c. change the character’s position in the Initiative order;

d. cause any damage to the living mount to affect any other living
mount, ship or vehicle within 3 squares;

e. move the living mount to the top of the condition track, removing
any persistent conditions;
"I had to kill a rancor once. It was a
f. restore a number of hit points to the living mount equal to its shame—they're such fine creatures."
Damage Threshold; "Even so, they are dangerous to those
who are not their friends."
g. restore any personal energy shields (see Knights of the Old
Republic Campaign Guide, pp. 71-72) shielding the mount to full SR,
though the shield is still limited to (typically) five charges, and can still ―Luke Skywalker and Tenel Ka Djo,
only be activated once per encounter. about Jabba's rancor
A game set primarily on a single, primitive planet departs somewhat
from the characteristic tropes of a typical galaxy-spanning Star Wars
story. Allowing the application of the We've Been Through A Lot
Together Destiny to living mounts, rather than solely to mechanical

7
TALENTS

Dark
Dark Side
Side Talent
Talent Tree
Tree Force Item Talent Tree
This talent may be added to the Dark Side Talent Tree on page 101 of This talent may be added to the Force Item Talent Tree on
thetalent
This Saga Edition
may beCore added Rulebook.
to the Dark Side Talent Tree on page 101 of the page 214 of the Saga Edition Core Rulebook.
Saga Edition Core Rulebook. used by the dark force witches of Dathomir,
Enshroud: While often Lasting Ichor Item: Items you create with the Ichor
enshroud isWhile
Enshroud: an ancient technique
often used by theused
darkbyforce
many darksiders,
witches inculdingenshroud
of Dathomir, Creation Force Power last for a number of days equal to your
is but
an not limited
ancient to the Anzati.
technique used by Themany
weilder of this talent
darksiders, can coalese
inculding but not limited to character level before dissipating. Instead, you can choose to
thedarkside
Anzati. energy aroundofher,
The weilder this creating
talent cana cloak
coaleseof shadows. Far to often
darkside energy around her, spend a Force Point when creating the item to give it an
creating a cloak of shadows. Far to often the shadows cling to blur
the shadows cling to the user, but when in motion the shadows the the
user, but indefinite (subject to GM fiat) duration.
movements,
when in motionprojecting
the shadows infront
blurand
thetomovements,
the side, creating a swath
projecting of and to the
infront Prerequisites: Ichor Creation, Trained in Use the Force.
darkness
side, creatingthata contains
swath ofthe witch. But
darkness thatwhere in the
contains thedarkness
witch. Butcould she in the
where Superior Ichor Crafter: Items you create via the Ichor
darkness could she be? Whenever your character moves 3 or more you
be? Whenever your character moves 3 or more squares in a round squares Creation Force Power gain one applicable benefit of your
in gain concealment.
a round You may choose
you gain concealment. You not
maytochoose
use thisnotpower when
to use this you
power when choice from the list associated with the Superior Tech feat.
youmove.
move. Prerequisites: Ichor Crafter, Ichor Creation, Int 17+.
Prerequisite:Power
Prerequisite: Powerof ofthetheDark
DarkSide
Side

Dathomiri Witch Talent Tree

Dathomiri Hunter: When you use a Chain Sickle or an


Energy Bow, your damage die increases by one step. In
addition, you gain a +2 bonus to Use the Force checks to
Sense Surroundings.
Prerequisites: Weapon Proficiency (Chain Sickle), Weapon
Proficiency (Energy Bow)
Ichor Crafter: Items you create via the Ichor Creation
Force Power gain one applicable benefit of your choice from
the list associated with the Tech Specialist feat.
Prerequisites: Ichor Creation, Trained in Use the Force
Intuitive Aim: While you wield an Energy Bow, taking the
Aim action requires only a single Swift action as long as you
have used the Sense Surroundings aspect of the Use the
Force skill since the beginning of your turn.
Prerequisites: Weapon Proficiency (Energy Bow),
DathomiriHunter, trained in Use the Force
Relentless Arrow: Once per turn as a Free action, you can
expend one use of Move Object from your Force Suite to reroll
an attack roll made with an Energy Bow. You must keep the
new result, even if it is lower.
Prerequisites: Weapon Proficiency (Energy Bow), Move Object
Sweeping Sickle: When you miss with an attack made
with a Chain Sickle, or fail a grapple attempt made with one,
the target of that attack or attempt takes damage equal to your
Dexterity modifier (minimum +1).
Prerequisites: Weapon Proficiency (Chain Sickle), Binding
Sickle
Unstoppable Arrow: As a Standard action, you may make
a single attack with your Energy Bow against a target you
sensed through the Sense Surroundings aspect of the Use the
Force skill since the beginning of your turn. That attack
The following additional Dathomir Witch Talent Tree talents regarding ignores all concealment and cover from any source that is not
the native weapons the chain sickle and energy bow may be added to resistant to lightsaber attacks (such as Phrik alloys). Attacks
the core talent tree. made in this way that pass through cover on their way to the
target deal one less die of damage.
Binding Sickle: You can make grab or grapple attempts against any Prerequisites: Weapon Proficiency (Energy Bow), trained in
enemy within the reach of a Chain Sickle that you are wielding. These Use the Force, Dathomiri Hunter, Intuitive Aim.
attempts use your attack bonus with the Chain Sickle in place of your
grapple score. When you would deal damage as part of a grapple (such "A Hunter's skill with the energy bow
as through the Throw or Crush feats), you deal extra damage with that
influences the reputation of all Nightsisters
effect equal to your Dexterity modifier (minimum +1).
Prerequisites: Weapon Proficiency (Chain Sickle) for good or ill."
―Talzin
8
FEATS FORCE POWERS

Magical Familiar Chant of Resurrection [Dark Side]


You gain a small companion creature that aids you in your magical A powerful Nightsister can raise the dead with Dark Magic. Time:
pursuits. Full Round Action. Target: One creature within 12 squares and line
Benefit: You gain a magical familiar from the list below. While within of sight.
5 squares of you, this familiar can communicate with you Make a Use the Force Check. The result of this check determines
telepathically, and grants a +2 bonus to your Use Magic checks. the results, if any:
During combat, the familiar flies or moves to a safe distance, or takes DC 30: The caster may restore life to the body with 1 HP and place
cover inside your square. A familiar has a Stealth check modifier of the target at -10 on the condition track.
12 + one half it's owner's level, and can be used to scout areas and DC 35: The caster may restore life to the body with 1/4 of their HP
relay information. Familiars grant additional bonuses while you are and place the target at -5 on the condition track.
within 5 squares of them based on their type: DC 40: The caster may restore life to the body with 1/2 of the
 Kolef Lizard: +2 to Stealth checks, no damage from falls original HP and place the target at -2 on the condition track.
less than 30 feet. Targets restored to life in this final manner are not in full control of
 Gibbit Bird: +2 to Perception checks, low-light vision. their minds, instead operating on instinct. The simple instincts of this
 Baz Nitch: +2 to Knowledge (Lore) checks, speak and read creature are to obey its creator (the person who restored its life) and
one additional language. to eat raw flesh (preferably neural tissue) when it can.
 Kodashi Viper: +2 to Deception checks, immunity to Special: A caster of this spell may spend a Force Point to move the
poison. target an additional +1 step on the condition track. A caster may
 Moog: +2 to Athletics checks, hold breath for 10 minutes. spend a Destiny Point to affect a number of targets equal to her
Prerequisites: Member of the Dathomir Witch or Nightsister character level.
traditions.
Ichor Creation
Primal Warrior You call forth the Ichor and form it into a useful shape, at least
You are extraordinarily skilled with the use of simple weapons. temporarily.
Benefit: Your attacks with Simple weapons deal an additional die of Time: Full Round action
damage. This effect does not apply to weapons that are treated as Target: One created item
Simple weapons due to some effect or ability, only to those that are Make a Use the Force check. The result of your check
listed as Simple weapons. determines the quality of the item you create, if any;
Prerequisites: Weapon Proficiency (Simple) DC 15: The item is of inferior quality, imposing a -2 penalty to
all checks and attack rolls made with it.
DC 20: The item is of normal quality.
DC 25: The item is of good quality, granting a +1 bonus to all
checks and attack rolls.
The created item can be any size up to that of a Large weapon
or similar object. Only simple items can be created this way, no
electronics or complex machinery. The item created in this fashion
lasts for 5 minutes, or until the end of the encounter.
Special: When you use this power, you can spend a Force
Point to extend the duration of the created item to one hour.

Call Swarm [Mind-Affecting]


Using the Force, you draw in all the creepy-crawlies in your
immediate area, and drive them towards your foe.
Time: Standard action
Target: Each creature in a 2 square x 2 square area within 6
squares of you.
Make a Use the Force check. Compare that check to the Will
defense of each target. Each target whose defense the check meets
or exceeds can take only a single Move action (and loses all other
actions) on their next turn. This action must be used to escape the
effected area.
"Rise, Sisters. Undead sisters, rise from your sleep. Special: You may maintain this power from round to round as
The time has come. Awaken. You have been called a Standard action. Each time you do so, you must make a new Use
upon." the Force check, and you may choose to move the area 4 squares in
any direction as long as it remains within range of you.
―Old Daka's resurrection spell When you use this power, you may choose to spend a
Force Point to increase the area of effect to a 3 square x 3 square
area.
9
THE FORCE

The Witches of Dathomir personified the Force in the form of ―spirits,‖ The shaministic beliefs on Dathomir predated the coming of the
primarily the Twin Deities—the Fanged God and the Winged exiled Jedi Allya around 600 BBY. Indeed, both male and female
Goddess. According to their beliefs another realm existed, a parallel shamans and seers from this obscure planet were known to be
plane to the physical world that was inhabited by these spirits. This amongst the founders of the Je'daii Order circa 36,453 BBY. These
spiritual realm was thought to be governed in balance by the Twin shamans were identified by a green inverted triangle marked on their
Deities, the Winged Goddess and the Fanged God, which were forehead.
depictions of the Light and dark side of the Force.
The early Dathomiri seers were already skilled in animal friendship,
as they had successfully domesticated mount rancors millennia
before the coming of Allya. Their practices survived and probably
merged with Allya's Jedi teachings, which gave birth to the Dathomiri
Witches' unique culture. After the coming of Allya, the culture of
Dathomir became a female-dominant society of Force-wielding
women only, which explains the disappearance of male shamans.

After the death of the self-appointed Queen Zalem in 31 BBY, Clan


Mother Talzin, a powerful dark side shaman, rose to power and
united the fighting Nigtsister covens. She remained Dathomir's head
In her instructional treatise entitled Wild Power, Clan Mother Talzin shaman up until the Clone Wars.
implied there was a single representative spirit for each animal
species in the spirit realm, something she called the "ur-spirit." The Shamans were usually "called" or designated by signs in their early
Nightsisters also believed the two realms were so close on Dathomir life. Talzin described how she took the mantle after being saved by
that their shamans could carry messages between them. the spirits during childbirth. Struck with a fatal affliction while she was
birthing her first daughter, Talzin professed she "saw the matching
According to Dathomiri lore, the spirits bestowed fertility upon the landscapes of the two realms". As she had passed their challenge,
clans and claimed the souls of the dead. The talismans of Dathomiri the spirits restored her health, and Talzin willingly became their
Witches were thought to have been empowered by the spirits. Darth conduit. From this moment on, the spirits would "pull upon the folds
Sidious postulated that their artifacts were not very different from the of her robe" as she walked and "echo beneath her voice" when she
ones made by the Sith, but no alchemist had ever been known to spoke—which explains her eerie voice and slithering moves.
duplicate the non-conventional effects of the dark talismans of the
Nightsisters (such as metamorphosis). The shaman acted as a medium between the physical and the spirit
worlds, mostly through dreams or visions. The voices of the spirits
The Jedi believed that the work of the spirits was a primitive concept echoed whenever the shaman spoke, and challenging a shaman's
for the Unifying Force and the Living Force, a theory supported by authority was challenging the spirits of life themselves. They would
many parallels between the spirits and the Force. Mother Talzin also use their Allyan Magic in hopes of unfogging the future, with the
often said that a Nightsister had to serve the will of the spirits, just help of mysterious artifacts such as crystal balls.
like a Jedi would serve the will of the Force. Moreover, it was Allya
foretold the rise of a perfect being "brought into existence by the The shaman was also expert at manipulating spirit ichor, a physical
spirits", which was very reminiscent of the prophecy of the Chosen manifestation of Allyan Magic appearing as glowing green smoke or
One. a liquid known as ―Water of Life‖ that was used to heal or shroud an
individual or even conjure solid items, and was believed to be
The elder gods were divine entities Queen Zalem of the Nightsisters channeled from the Winged Goddess.
believed held the power of the Infinity Gates of Dathomir. Zalem
claimed that the elder gods held power beyond measure, power that Apart from her ability to communicate with the other realm, the
the Nightsisters could harness by opening the Infinity Gates. shaman was also the craftswoman and keeper of the artifacts.
Apparently, all Dathomir Witch talismans and other Force-imbued
Shamans items belonged to the community and were placed under the
authority of the shaman. Indeed, the witches had to borrow the
In the Dathomiri witches' culture, the shaman was an elder Sister artifacts and return them afterwards.
who was thought to have access to, and influence in, the world of the
spirits. They worshipped nature's balance and interpreted the nature When Charal turned her back on her Nightsisters and left Dathomir,
of Allyan Magic from a specific religious and cultural point of view. she secretly stole the Talisman of the Raven. Many years later, in her
manifesto Wild Power, clan shaman Talzin complained about "one of
"On Dathomir, shamans and seers the sisters" never returning the talisman. Some of the most precious
encountered the Tho Yor in dreams artifacts, like the Talisman of Resurrection, were guarded jealously
and visions. The Tho Yor sang to by the shamans, and other sisters were rarely allowed to borrow
them." them.
―Ketu

10
Allyan Magic
There were two schools of Dathomir Magic. The first, traditional
Allyan Magic – also referred to as ―Dathomir Magic‖ or ―Magicks‖ by Allyan Magic, followed rules put forth in the Book of Law, a tome of
the Nightsisters – was the name given to use of the Force and Force moral and ethical teachings kept and modified by each clan based on
powers by the Witches of Dathomir. The name was derived from the an original created by Allya for her daughters. The other, called
rogue Jedi Allya, who was exiled to Dathomir and taught the powers "Shadow Magic" by its originator, Gethzerion, was the provenance of
of the Force to her children there, giving them an evolutionary the Nightsisters. Their book, The Book of Shadows, tells of future
advantage over Dathomir's other inhabitants. As a result, many glories the Nightsisters will gather in the heavens.
generations of Allya's descendants survived. However, the
practitioners of Allyan Magic believed themselves to be casting spells The Book of Shadows is reputed to have been written by Gethzerion.
rather than making use of the Force, and often were unable to make It served as the spiritual basis of the Nightsisters' society on
use of a "spell" without speaking its assigned name or performing the Dathomir. When she founded the Nightsisters of Dathomir, Mother
ritualized singing, dancing, chanting, and/or writing associated with it. Gethzerion told her flock that the Book of Law, the moral guide of the
The work of the Force was attributed to the Spirits instead. original Witches of Dathomir, had been created after Allya had
become old and weak. As a replacement, Gethzerion began writing
her own volume of learning, entitled the Book of Shadows. It
contained details on the dark spells and rituals she had created for
the Nightsisters.

At the time of the Clone Wars, Talzin, a Shaman of the Nightsisters,


alleged the Book of Shadows was in fact a restored version of Allya's
original teachings. According to her, the writings of Allya didn't
include the notions of "good" and "evil", and the Book of Law was a
forgery written by Sisters who had been "weakened by the Jedi blood
in their veins."

Many Force Powers used by the Jedi and Sith were also used by the
Witches of Dathomir and the Nightsisters, though the powers were
often referred to as ―spells,‖ rather than Force Powers and, as such,
were given different names. Spells such as ―Aspect of the Storm‖
and ―Control Web‖ were simply variations of the Force Storm Force
Power. ―Ears of the Chiroptix‖ and ―Sense of the Veshet‖ were
variations of the Force Perception talent or the Sense Surroundings
subskill of Use the Force. ―Mesmerism‖ was simply a variation of the
Mind Trick Force Power or the Force Trance subskill of Use the
Force. ―Mindspeech‖ and ―Spell of Interpretation‖ were variations of
the Jedi talent Perfect Telepathy. ―Revitalization of the Whuffa‖ was
a variation of Vital Transfer. ―Scream of the Ssurian‖ was a variation
of Force Scream. Touch of Kiin'Dray was a variation of Move Light
Object and, in other applications, Surge. ―Speed of the Toocha‖ was
also a variation of Surge. ―Surge of the Brier‖ was a variation of
Plant Surge. Other spells are unique to the Witches of Dathomir
and/or Nightsisters, ―Chant of Resurrection‖ being an example of a
dark side spell unique to the latter.

" This Allya was a rogue Jedi, the Old


Allya, the Exiled Jedi and Progenitor of the Witches of Dathomir Republic did not want to execute her, so the
Jedi exiled her, hoping that given time she
would turn away from the dark side."
The skills in the Force that the Witches of Dathomir possessed
changed over the many generations since Allya's arrival on Dathomir,
as knowledge was shaped by traditions and time from what Allya ―Luke Skywalker
originally taught. It seemed that the Witches were only gifted in
certain aspects of Force use, some in healing, others in Force
Whirlwind, and so forth. Teneniel Djo of the Singing Mountain Clan of
Witches was very impressed by Luke Skywalker's strength in the
Force, and had never seen such strength before.

11
WEAPONS, ARMOR, EQUIPMENT AND ARTIFACTS

MELEE WEAPONS Nightsister Energy Lance

Chain Sickle A Nightsister Energy Lance is a force pike that has been combined
A chain-sickle was a type of weapon with an electromagnetic pulse generator (the same kind used by an
used by various cultures and groups, electrostaff) and balanced for use while riding a mount.
including the Nightsisters and
Nightbrothers of Dathomir. A sinister Nightsister Energy Lance
looking weapon, the chain-sickle Damage: 2d8 Piercing and Energy
consisted of a cylindrical handle from Size: Large
which extended a flexible cord that Category: Advanced Melee Weapon
ended with a razor-sharp, bladed Weight: 5 kg
bludgeon. About one quarter of the way Cost: 3,500 cr
up the the cord from the main handle, Availability: Restricted
was a second grip for another hand, Notes: Though it is a large weapon, it is balanced in such a way that
which allowed the wielder to swing the a Medium creature trained in the Ride skill can wield it in one hand
chain-sickle with accuracy and force. when mounted. If an energy lance is wielded by a Medium creature
The last half of the cords leading to the that is not mounted, attacks with the weapon take a -1 penalty.
bludgeon was studded with small spikes The electromagnetic pulse can also be channeled along the length
which could still inflict damage even if a of the staff and fired from the tip as a bolt of plasma. When used in
target evaded the primary blades. The most lethal section of the this way, the energy lance functions as a blaster carbine with no stun
weapon was a large scythe-shaped blade covering half of the setting. This use of the energy lance requires a power pack, and has
bludgeon with two smaller blades protruding opposite the main blade. the same ammunition capacity as a blaster carbine.
An energy lance requires two energy cells to operate. Its melee
Chain Sickle attack and its ranged attack both function underwater.
Damage: 2d8 Slashing or Piercing
Size: Large
Category: Exotic (Simple for Witches of Dathomir)
Weight: 2 kg
Cost: 8,000 cr
Availability: Rare
Nightsister Dagger
Special: This weapon grants the wielder a +1 equipment bonus on
attack rolls
The Nightsister dagger is a traditional
Notes: The Chain Sickle is a reach weapon, granting reach 2. If the
weapon used by the Nightsisters of
attack roll meets or exceeds the damage threshold, the target moves
Dathomir. Constructed using dark
one step down the condition track from any poison applied to the
forging techniques and metals
weapon. A wielder with the Pin or Trip feat may use that feat with this
enchanted by Magick, Nightsister
weapon.
daggers are tough, curved swords
resistant to lightsabers (as if
Dart Pike
benefiting from the cortosis weave
A dart pike is a pike that has been combined with a dart-thrower and
general template on page 77 of the
is balanced for use while riding a mount.
Knights of the Old Republic
Campaign Guide), preventing
lightsabers from ignoring the DR of
Dart Pike the weapon.
Damage: 1d8 Piercing
Size: Large Nightsister Dagger
Category: Advanced Melee Weapon Damage: 1d8 Slashing or Piercing
Weight: 1.8 kg Size: Large
Cost: 300 cr Category: Exotic (Simple for members of the Nightsister splinter sect
Availability: Rare of the Dathomiri Witches)
Notes: Though it is a large weapon, it is balanced in such a way that Weight: 2 kg
a Medium creature trained in the Ride skill can wield it in one hand Cost: 100 cr
when mounted. If a dart pike is wielded by a Medium creature that is Availability: Rare
not mounted, attacks with the weapon take a -1 penalty. Notes: Lightsabers do not ignore DR of the weapon.
The dart pike contains five darts in its shaft, and an additional dart
in the center of its three prong-shaped blades, all of which can be
fired from the weapon one at a time with a thumb-activated trigger
located at the end of the shaft. When used in this way, the dart pike
functions as slugthrower rifle.
12
RANGED WEAPONS Energy Bow
Damage: 3d8 Energy and piercing (no stun setting)
Energy Bow Size: Medium
Category: Exotic (Simple for female members of Dathomir witch
Energy bows were ranged weapons crafted and used by the tribes)
Nightsisters of Dathomir. The bowstrings and arrows of the weapon Rate of Fire: Single
were made of pure plasma, and emitted a bright pink or purple glow. Weight: 4 kg
In the middle of the bowstring was a grip, so that the weapon could Cost: 2,000 or more Credits depending on construction, 800 cr on
be fired without harming the user. When running out of plasma Dathomir
arrows, the string could be used as a bludgeon, to blind or burn the Availability: Rare
enemy. Ammunition: 1 individually loaded (10 plasma bolts cost 50 credits)
The archery skills of the Nightsister Hunters were reknown across Range: as blaster rifle, accurate
the Galaxy and had a capital influence on spreading the reputation of Notes: This bow works similarly as the Bowcaster in that it wraps the
the Dathomiri witches during the Clone Wars. The image of the arrow in a cocoon of energy, doing tremendous damage. The arrows
hooded Nightsister wielding an energy bow became an iconic and can be deflected by a lightsaber. Due to its construction the bow has
fearsome image. For this reason, Mother Talzin of the Nightsisters to be wielded with both hands. Due to the advanced construction,
instructed her acolytes about the use of this specialty weapon in her this bow does not have an upgrade slot. Female members of
manifesto Wild Power. Dathomiri Witch tribes treat the Energy Bow as a Simple weapon for
purposes of proficiency, but not for other effects (such as the Primal
Xxxxxxxxxxxxxxxxxxxxxxxx Warrior feat).
Xxxxxxxxxxxxxxxxxxx

Allya's Heirloom Lightsaber


Damage: 2d8 Energy and Slashing
Size: Medium
Category: Lightsaber
Weight: 1 kg
Cost: 3,000 cr
Availability: Rare
Heirloom Traits: Legendary Icon (when carrying or Allya's lightsaber in plain sight, the carrier gains favorable circumstances on all
Charisma-based skill checks except Use the Force checks)
Notes: A Force-sensitive character who acquires Allya's lightsaber can attune himself/herself to the lightsaber, gaining the benefits of the
weapon as if he or she had constructed it originally. The character in possession must spend 24 hours meditating over the weapon and
spend a Force Point to attune the weapon.

XXXXXX
X
X
X
X
X
X
X

13
ARMOR

Nightsister Armor
Light, Medium and Heavy Armor

This type of tight-fitting armor comprises breastplates and armguards


and is worn by the Nightsisters of Dathomir. It was often worn in
conjunction with a black grafiform robe and a feathered cape. Each
suit of Nightsister armor is unique, having been created for, and often
modified by, an individual Nightsister through various processes,
including Magick. Nightsister armor is not just another piece of
protective gear; to many Nightsisters, the armor is nearly as
important as any totems, talismans or attuned weapons they may
carry. A suit of Nightsister armor automatically comes with one of the
following enhancements:
Dark Side Energy: Grants the wearer a +2 equipment bonus on Use
the Force checks made to activate the powers with the [dark side]
descriptor.
Dark Side Stealth: Grants the wearer a +2 equipment bonus on Use
the Force checks made to avoid detection.

Whuffa Hide Armor


Light Armor

This armor is crafted from Whuffa leather, the hide of Whuffa Worms,
enormous, semi-intelligent worms with hydrostatic skeletons. Giant
whuffa worms were employed by the Kwa to act as Temple
Guardians for the Infinity Gate. Thinner whuffa worms were hunted
by the clans of Dathomir in extensive rituals for their valuable hides.

ARMOR (CHECK PENALTY) ARMOR EQUIPMENT


BONUS TO BONUS TO MAX DEX SPEED SPEED
COST WEIGHT AVAILABILITY
REF FORT BONUS (6 SQ.) (4 SQ.)
DEFENSE DEFENSE
Light Armor (-2)
Nightsister armor, light 10,000 +4 +3 +3 -- -- 10 kg Rare
Whuffa Hide Armor 7,000 +5 +2 +4 -- -- 5 kg Rare
Medium Armor (-5)
Nightsister armor, medium 15,000 +7 +4 +2 4 sq. 3 sq. 16 kg Rare
Heavy Armor (-10)
Nightsister armor, heavy 25,000 +8 +5 +1 4 sq. 3 sq. 30 kg Rare

EQUIPMENT

Carnage Beret good as currency for the denizens of Dathomir, a 10 g piece of this
substance is as valuable as a single credit.
A carnage beret is a ceremonial head covering worn by the
Nightsisters of Dathomir. The beret is made of Dathomirian wood, Dathomiri Spider Silk
crystalline gemstones, synthetic cloth and bird bones. Each carnage
beret is personally crafted by its wearer. Donning a carnage beret
Silk from local Dathomiri spiders is used to craft a light yet durable
grants the wearer a +2 equipment bonus on Persuasion checks
texture that was used in most of the clothes worn by the indigenous
made to intimidate.
Witches. Balls of spider silk are also used as a currency for trade
Cost: 100 credits; Weight: 1.1 kg
amongst the Witches. A 10 g ball of spider silk was as valuable as a
single credit.
Dathomir Amber

Dathomir amber is a rare substance that can be found along the Grafiform Robe
lakes and creeks of the planet Dathomir. It is highly priced for its use
in jewelry and decorations. Since Republic or Imperial credits are no A Grafiform robe is worn over armor to conceal the wearer from
being spotted. This rare fabric, woven by Dathomir Witches on
14
looms enchanted by Allyan magic, track the surrounding area and Proximity Shield
alter the pattern of the fabric, smoothing and blending the wearer’s
silhouette. A grafiform robe grants a +5 equipment bonus to Stealth A proximity shield consists of ten rods placed in the ground at
checks. intervals that project energy beams from rod to rod to contain
Cost: 125 credits; Weight: 1.5 kg prisoners and dampen a Force sensitive individual’s ability to use the
Force. The beams deliver a shock to prisoners attempting to free
Key of Exile themselves. Prisoners inside the proximity shield can, however, use
the Force at very low levels, such as to heal themselves. The
proximity shield’s functions are controlled by a handheld remote.
The Key of Exile was an ancient Sith holocron used access the
The proximity shield has no visible controls, and the only way to open
Chamber of Banishment was located in the Nightsister Stronghold.
it (other than using the remote) is to destroy it, which endangers the
The device was possibly brought to Dathomir by Allya upon her exile,
life of the prisoners within.
though how she managed to avoid having the holocron confiscated
The reinforced rods have DR 20, 150 hps and a damage
by the Jedi Order remains a mystery. A character with the Force
threshold of 25. The proximity shield is also built with a contact
Sensitive feat in possession of the Key of Exile may be considered
shock field, and every time it takes 15 points of damage or more, the
part of the Nightsister tradition for purposes of anything requiring, as
prisoners inside receive a shock that deal 4d8 points of stun damage.
a prerequisite, that the character be a member of the Witches of
Cost: 20,000 credits; Weight: 1 ton
Dathormir or Nightsister traditions, such as the Dathomiri Witches
Talent Tree or Magical Familiar Feat. Furthermore, a character that
spends at least 1 hour studying under the tutelage of this ancient
holocron can spend a Force Point as a swift action to add one Force
power with the [dark side] descriptor to his or her Force suite. That
character can do this for one day; the following day, he or she must
study for at least 1 hour with the Key of Exile holocron before gaining
access to this ability again.

Nightsister Crystal Ball

A Nightsister crystal ball is an orb crafted from the native crystal


Dathomir and used as a magical focus by Witches of Dathomir.
When using the Farseeing Force Power, a member of the Witches of
Dathomir or the Nightsisters can project their mental images into the
ball for others – even those without the Force Sensitivity Feat – to
see.
Cost: 1,400 credits; Weight: 15 kg

NIGHTSISTER ARTIFACTS

Nightsister Bloodline Skull: The Nightsister Bloodline Skull was


the skull of a Nightsister. The Nightsisters considered it a sacred
artifact that honored those of the Nightsister bloodline.
Maleling Slaves Await Their Doom Inside a Proximity Shield
Nightsister Force Crystal: A Nightsister Force crystal was a
crystal native to Dathomir that was capable of enhancing the Shock Collar
Nightsisters' Force abilities. Nightsisters wore it as part of their The shock collar is designed to keep prisoners and slaves in line.
elaborate headdresses. Imperial Inquisitor Xarot Korlin, who had The collar consists of a neck brace that features shock panels to
been studying the indigenous Nightsisters' ways of using the shock an unruly captive (with 2d8 stun damage) and is often linked to
Force, sent an agent to kill one of them to obtain one of these chains or cables, but can also be activated by remote.
crystals for his studies. It is likely that the Nightsister Charal used Cost: 750 cr
one during her time on Endor. Weight: 2.7 kg
Any Force User that carries either of these Nightsister artifacts on Whuffa Leather
his or her person adds 1d6 to any damage with Force Powers
(―spells‖). The character increases his or her Dark Side Score by Whuffa leather is a material made from whuffa worm skin. On the
1 when he or she first carries the Nightsister artifact. planet Dathomir, whuffa leather is used to craft whuffa armor and
rope. Small swaths of it are used as currency for common trade
amongst the Witches of Dathomir. A swath the size of a human palm
and 1 cm thick is generally worth 1 credit.

15
TALISMANS AND TOTEMS the Talismans of Transformation belonged to the community of the
Nightsisters. According to Talzin, the keeping of the talismans was
Talisman of Age the responsibility of the Nightsister Shaman—an elder witch whose
role was to interpret the will of the Spirits. Any Sister who wanted to
use the ring was required to borrow it from the Shaman, and was
The Talisman of Age is a Nightsister talisman that can tap into the
expected to return it to the coven afterwards. In Wild Power, her main
animal nature of humans in order to restore their youth for a brief
manifesto on Nightsister philosophy, practice and role in the galaxy,
moment. Like all Nightsister artifacts, it is thought to work through the
Talzin complained about a Sister—Charal—never having returned
powers of the Spirits. The Talsiman of Age allows the wearer, once
the Talisman of Transformation known as the Talisman of the Raven.
per day, to reduce the effects aging by one step on the Aging Effects
table, Table 7-2 on page 110 of the Saga Edition Core Edition
Rulebook. The character increases his or her Dark Side Score by 1 Talismans of Transformation possessed strange arcane powers that
when he or she first dons the Talisman of Age. both Sith and Jedi scholars could not fully explain. In the form of
gems set in rings or pendants, they allowed the wearer to take the
appearance of an animal. They were thought to work through the
Talisman of Finding
power of the "Spirits", a mythological embodiment of the Force in the
Dathomirian culture. According to Mother Talzin, the Spirits agreed to
The Talisman of Finding, one of several necklaces regularly worn by empower receptacles in the physical world, where their essence
the Nightsister leader Mother Talzin, was imbued with the blood of would sleep until summoned. The realm of the spirits was populated
the Sith apprentice Darth Maul when she encountered the future Sith by the life-energies of beings that corresponded to real animals in the
Lord in the course of his training. Neither Maul nor his Master, Darth mundane realm, and ruled by the universal manifestations of male
Sidious, were aware of the talisman. Talzin entrusted it to the xxx
Nightbrother Savage Opress during the Clone Wars so that he could The Talisman of the Raven
find his long-lost brother, Darth Maul, and restore his memories.
Sometime before 96 BBY, Nightsister Charal managed to escape
In 24 ABY, the talisman was recovered by Luke Skywalker along with Dathomir, taking the Talismanof the Raven from the Nightsister
Emperor Palpatine's Book of Sith: Secrets from the Dark Side. One Shaman. Pursued by her fellow witches, Charal traveled from star
of Skywalker's students at the Jedi Praxeum used psychometry to system to star system with the stolen ring. She joined with a a band of
identify the talisman's origins. Sanyassan Marauders from nearby Sanyassa, led by King Terak.
Together, they were eventually stranded on Endor, a distant moon
The Talisman of Finding allows the wearer, once per day, to spend a untouched by galactic civilization, where many intergalactic travelers
Force Point to temporarily swap out any Force Power in his or her had found themselves stranded due to the stellar anomalies surrounding
suite for a use of the Force Track Force Power (Jedi Academy it, such as the Endor Gate black hole. Unlike many other castways, the
Training Manual, p. 26). Sanyassans were aggressive, and desperately sought to escape the
forest moon, scavenging whatever technology they could find. Charal
Talisman of Resurrection used the ring to great effect during that time, intimidating the Marauders
with displays of its power, and eventually became Terak's partner.
The Talisman of Resurrection was a Nightsister talisman that can In 3.5 ABY, when the young Cindel Towani and her family crashed on
bring the spirits of the dead, back to their physical bodies. It was Endor, Charal and the Marauders saw a chance to escape in the family
advised that this talisman be used shortly after the person has died, starship. The Sanyassans believed that ship's crystal oscillator held the
or their forms would be little more than fetid skeletons. "power" that would allow them to return home. Cindel's parents and
older brother were murdered by Terak and Charal, and the little girl was
The Talisman of Resurrection allows the wearer, once per day, to captured—a young Ewok named Wicket W. Warrick teamed up with
spend a Force Point to temporarily swap out any Force Power in his another castaway, the Human scout Noa Briqualon, and his partner,
or her suite for a use of the Chant of Resurrection Force Power Teek, to rescue her from Terak's Keep. They eventually ran off with the
(supra). The character increases his or her Dark Side Score by 1 crystal oscillator and headed to Briqualon's crashed ship.
when he or she first dons the Talisman of Resurrection.
Furthermore, because Chant of Resurrection has the [dark side] King Terak, intent on revenge, decided to carry out a punitive expedition.
descriptor, the wearer also increases his or her Dark Side Score by 1 He ordered his minions to recapture the crystal oscillator and seized the
point with each use of the Chant of Resurrection Force Power. ring in order to keep Charal in bird form so she would track the group
without betraying him and running away. When the Marauders found
Talismans of Transformation their targets, a pitched battle between the two groups ensued. Terak
fought with the Talisman of the Raven in a pendant round his neck. At
Talismans of Transformation allow the wearer to change shape in the some point, a rock slung from Wicket's slingshot hit the ring, breaking
physical realm, to become an animal and tap into the animal's spirit the Talisman and releasing its power. The ring shattered and pieces of
essence. They were dark side artifacts used by the Nightsisters of the magic stone were driven into Terak's chest. Terak clutched at his
Dathomir. heart, and he burned to death on exposure with the ring's "spirit" energy.
According to the shamanistic Dathomiri beliefs, the raven ur-spirit that
was trapped in the ring returned to the spirit realm at that moment, while
The Talismans of Transformation were crafted on Dathomir by the
Charal was trapped in raven form.
Shamans of the Nightsisters. As with all other Nightsister artifacts,

16
and female energy. Talzin postulated that every existing species had
a correspondent representative ur-spirit in the spirit realm—for
example, all the ssurians of the material plane would have a single
corresponding "ur-ssurian" spirit in the immaterial realm. Talismans
of Transformation were believed to allow the wearer to turn into a
specific creature by tapping into its ur-spirit's energy.

Each Talisman of Transformation is imbued with the ability to allow


the wearer, once per day, to spend a Force Point to shapeshift into
its eponym creature. (The wearer need not spend a Force Point to
return to original form.) Each use of this talisman increases the
wearer’s Dark Side Score by 1. While in creature form, the wearer
gains the bonuses, penalties, unarmed damage, STR score and
carrying capacity of the creature. The wearer may remain
shapeshifted indefinitely, provided the talisman is intact and worn on
the body, but the wearer reverts to original form if killed. If the
talisman is destroyed or taken from the wearer’s body, the wearer is
trapped in the animal form until reacquiring the talisman (if it is not
destroyed) or dies. The wearer does not gain the mental traits, ability
bonuses, mental powers, feats, skills or psychological limitations of
the creature when in that form.

Clan Mother Talzin’s manifesto Wild Power mentioned several


Talismans of Transformation by name, including the: Talisman of the
Bolma, Talisman of the Brackaset, Talisman of the Burra Fish,
Talisman of the Eollu, and Talisman of the Raven.

Totem of Familiars

Totems of Familars were Nightsister artifacts blessed with magick


that called an animal to the wielder's side. These familars helped
crafters accomplish some of the most difficult magic. The Nightsister Charal uses a Totem of Transformation to assume the form of a Raven

A Force-sensitive character in possession of the Totem of the


Elementals may choose one talent from the Magical Familiar Talent
Tree (supra) for which he or she meets the prerequisites. Once per
day, after at least 6 hours of rest, the wielder can choose to swap out
one of his or her current talents for the talent chosen. The talent the " Talismans of Transformation allow
wielder is swapping out cannot be the prerequisite for any other the wearer to change shape in the
talent he or she has. The wielder can swap back to the original talent
after at least 6 hours of rest. The wielder takes a Dark Side Point for physical realm, to become an animal
each use of this Totem. and tap into the animal's spirit essence,
for example.
Totem of the Elementals
" . . . One of our sisters has yet to
Totems of the Elementals were Nightsister artifacts that could
summon Night, Sunlight, Smoke, Ice, Flame, Clay and Woodrot. return the Talisman of the Raven."
They were powerful, primal entities and would not always obey the
wielder's bidding. A Force-sensitive character in possession of the ―Clan Mother Talzin
Totem of the Elementals may choose one talent from the Shapers of
Kro Var (Jedi Academy Training Manual, p. 85) or Ember of Vahl
(Legacy Era Campaign Guide, p. 59)Talent Trees for which he or she
meets the prerequisites. Once per day, after at least 6 hours of rest,
the wielder can choose to swap out one of his or her current talents
for the talent chosen. The talent the wielder is swapping out cannot
be the prerequisite for any other talent he or she has. The wielder
can swap back to the original talent after at least 6 hours of rest. The
wielder takes a Dark Side Point for each use of this Totem.

17
VEHICLES

Ubrikkian Speeder

The Ubrikkian speeder, more commonly known as the Nightsister


speeder, was used by Nightsisters on the planet of Dathomir.
Manufactured by Ubrikkian Transports, this speeder bike was 5.87
meters long, accommodated a single driver and, in a sidecar, a
single passenger.

Ubrikkian Speeder CL 4 " You will go to the far side of


Large ground vehicle (speeder)
Init +10; Senses Perception +8 Dathomir and find the men. You will
Defenses Ref 14 (flat-footed 11), Fort 13; +1 armor select the most suitable candidate – one
hp 32; DR 5; Threshold 18 with your strength and skill – one we
Speed 12 squares (max. velocity 800 km/h)
Ranged medium blaster cannon +7 (see below) or
can use to our advantage."
Ranged drop net +7 (see below)
Fighting Space 2x2; Cover none ―Clan Mother Talzin
Base Atk +5; Grp +13
Atk Options autofire (medium blaster cannon), drop net
Abilities Str 16, Dex 16, Con --, Int 14, Wis --, Cha --
Skills Initiative +10, Mechanics +8, Perception +8, Pilot +10
Crew 1 (expert); Passengers 1
Cargo 4 kg; Consumables 1 day; Carried Craft none
Payload 1 drop net
Availability Rare; Cost 8,000 (1,800 used)
--------------------------------------------------------------------------------
Drop Net:When you fire this weapon, make an attack roll against all
targets in a 2-square-by-2-square area within 12 squares. If you
exceed a target’s Reflex Defense, that target takes 6d10 points of ion
damage. Additionally, the drop net functions like a net (Saga Edition
rulebook, page 130), allowing you to attempt a grab or grapple
against all targets successfully attacked by the drop net. Make a
single grapple check opposed by all such targets.
-----------------
Medium blaster cannon (pilot)
Atk +7 (+2 autofire); Dmg 3d10
18
DATHOMIR GAZETTEER AND HISTORICAL TIMELINE The planet Dathomir is located in the Domir System in the Quelii
sector, an isolated region of the Outer Rim Territories neighboring
the Oricho sector. Other inhabited planets in the Quelii Sector include
Corstris, Pil Diller, Varn, Vinsoth, Amorris, Axxila, and Selaggis VI.
During the New Order, Quelii was an Oversector.

The Domir System, located at Grid Coordinates O-6, includes ten


planets and several crystal asteroids. The planet Arro, closest to the
Domir sun, is a molten rock without any moons. Euton, the second
planet from the sun, is made of searing rock and also has no moons.
Laseel, the third planet from the sun, is a hot jungle world orbited by
two moons. Dathomir and its four moons are situated in the fourth
concentric orbital circle from the Domir sun. Dathomir's fourth moon,
Koratas, has red soil that hides several deposits of neutronium,
lommite and zersium. The Galactic Empire mined the minerals for
use in making durasteel. The fifth planet from the sun is BABYgnon,
a gas giant orbited by eight moons. The gas giant Barmasel and its
thirteen moons lie in the sixth concentric orbit around Domir. The
gas giant Stindaron and its twenty moons lie in the seventh orbit.
The gas giant Arodoni and its eighteen moons lie in the eighth orbit.
The icy planet of Chirgay, orbited by a single moon, is the
penultimate planet of the Domir star system. Chav, a barren rock of
a world and the tenth and last planet in the Domir System, is itself
orbited by two moons.

Dathomir is considered a temperate and beautiful planet by Human


standards, with a varied terrain that includes coastal lakes and tar-
pits, thick forests and snow-capped mountain peaks, powerful rivers
and broad savannas, small icecaps and dramatic rift valleys. Even
under the New Republic, however, nine-tenths of the planet
remained unexplored and uninhabited, with the population limited to
a relatively small area along the edge of one of the three main
continents, a zone of uplands and river plains bounded on one side
by the unsailed ocean and on the other by vast expanses of desert.

The planet's low gravity and the sheer vibrancy of the planet's
biosphere contribute to the extreme size of many of the planet’s
native fauna and flora, including the rancor and native trees rising up
to eighty meters tall. The temperate climate and varied terrain have
given rise to a dramatically diverse ecosystem, thriving with so much
life that the air almost seems to sparkle in the Force. Other native
fauna include the rancor's major prey species, the drebbin and
ssurrians, as well as the burra fish, the simian pack-hunting purbole
and the acid-jawed, insectile shear mite.

Dathomir was originally the homeworld of a spacefaring species, the


reptilian Kwa. By 100,000 BBY, the Kwa, using the technology of the
Celestials, had built an Infinity Gate—the Prime Gate in a network of
similar devices, used by them as a means of interstellar travel and as
superweapons. The Infinity Gate was covered by massive pyramid-
shaped structures known as the Star Temples, incorporating
defensive systems to protect them from intruders. If the gate was
ever activated, the planet housing the equipment could be collapsed
into the Gate itself, along with the surrounding planets, moons and
even suns.

For reasons that are unclear, the Kwa species began to degenerate,
ultimately losing the ability to speak or use technological tools.
Apparently recognizing the path that their civilization was on, they
sealed the Infinity Gate and the Star Temples and set guardians to
protect the Temples—whuffa worms with thick hides and impressive
19
speed. The degenerate descendants of the Kwa came to be known hiding in the thick forests where the mighty beasts could not follow
as the Kwi or Blue Desert People and, like the rancors, they them.
appeared to be simple herd animals living around the planet's arid
Great Desert. On occasion, however, they still showed some The Pre-Republic Era
surprising hints of intelligence, including a capability to create
primitive tools and ornaments, and they possessed a collective The original inhabitants of Dathomir were the peaceful Kwa, a wise
memory of their former glory, and the importance of the sanctity of and fleet-footed species of large, blue, telepathic reptiles that
the Star Temples. developed interstellar travel. The Kwa developed into a galactic
power hundreds of thousands of years before the Galactic Republic.
By 36,453 BBY, the planet was already inhabited by a few Humans, Before even the Infinite Empire of the Rakata, the Kwa, using the
whose origin is unknown. They were organized in tribal units with technology of the Celestials, built the Infinity Gates, permanent
shamanistic beliefs. Some of their seers were brought on Tython in a structures enabling near instant travel between interstellar locations
Tho Yor ship and were among the founders of the Je'daii Order. and housed within vast pyramidal structures known as the Star
Temples. However, the Infinity Gates could also operate as
Around 30,000 BBY, Dathomir was ruled by the space-faring Rakata. superweapons. If the Gate was ever activated, the planet housing
Using Force-based hyperdrives, they traveled to many worlds around the equipment would collapse into the Infinity Gate, along with the
the galaxy that possessed significant signatures in the Force, uniting surrounding planets, moons, and even suns. This technology
them to form the Rakatan Infinite Empire. Of Dathomir they noted the enabled them to carve up a regional empire known as the Kwa
rancor, and transferred some of them to their homeworld, Lehon, as Holdings.
curiosities. After five thousand years of galactic dominance, the
Rakata retreated to Lehon following the outbreak of a plague. Around 100,000 BBY, the Kwa encountered the Gree Empire,
leading to border disputes between them. With the advent of the
Linguistic evidence shows that the native language of the planet's Rakatan Infinite Empire, the Kwa began to lose their influence on
Humans derives at least in part from that of an Outer Rim hegemony galactic politics. They sealed the Infinity Gates and Star Temples,
known as the Paecian Empire, dating their presence on the world to and they set guardians to protect the Temples — giant wuffa worms
about 3,000 BBY, being an adjunct of the Empire. After that the with thick hides and impressive speed. Though the Infinite Empire
planet was then conquered by Drackmarian warlords. Around 1,002 wiped out the rest of the Kwa around the galaxy, the original
BBY, the Brotherhood of Darkness operated a Sith academy on the inhabitants of Dathomir eventually evolved — or rather degenerated
world that trained Sith Acolytes and apprentices. — nto the Kwi, who were eventually all but wiped out by the
Nightsisters millennia later.

The Old Republic Era

The First Battle of Dathomir

The Great Galactic War, occasionally called the Great War or the
Sith–Republic War, was a war between the Sith Empire and the
Galactic Republic between 3,681 BBY and 3,653 BBY, ultimately
lasting for a total of 28 years. With the Sith Empire's defeat in the
Great Hyperspace War, the Republic decided how to deal with their
fallen enemy: the Supreme Chancellor ordered the Republic military
to exterminate all remnants of the Sith. To this end, a conflict that
later came to be known as The First Battle of Dathomir was fought
between the Sith Empire and the Galactic Republic during the Great
Galactic War on the planet of Dathomir sometime between 3,681 and
3,653 BBY.

The Paecian Empire

The interstellar government known as the Paecian Empire used the


planet Dathomir as a prison colony for criminals who had illegally
The Sith Academy of the Brotherhood of Darkness on Dathomir
designed battle droids until it collapsed in 2,992 BBY. The original
human inhabitants of Dathomor are believed to have been these
Later Dathomiri tradition would remember the initial Human Human exiles.
population as the exiled creators of illegal battle droid armies, but it is
not clear whether the settlers arrived in a single event, or whether the The Sith Academy
planet was in more continuous use as a penal colony over a period of
centuries or millennia. It cannot even be said for sure whether the Whether or not the Republic was successful in wiping out all traces of
Paecian exiles were leaders or enemies of their Empire. What is the Sith on or near Dathomir, around 1,002 BBY, the Brotherhood of
certain is that by 600 BBY, the planet's Human population had Darkness established a Sith academy on the world that trained Sith
become little more than the favorite food for the rancors, reduced to Acolytes and apprentices, though little, if any, trace of it is left.
20
The Daughters of Allya
The Nightsisters of Dathomir chose men from the Nightbrother clan
Around 600 BBY, a rogue Jedi Knight named Allya was banished to to serve as their mates and servants by means of a a three-ritual
Dathomir by the Jedi Council. She took the leadership of the series of trials known as the Selection. While the Selection was only
survivors, teaching the ways of the Force to the exiles, and for Nightbrothers, the three trials of the Selection were also employed
eventually to her own children. In later centuries, Allya was to select Nightsisters ready for full warrior status. The ceremony
remembered as single-handedly transforming Dathomiri society, consisted of the Test of Fury, the Test of Night, and the Test of
credited with enslaving the entire male population under her Elevation. All three trials were held at the arena on Dathomir known
leadership; turning the rancors from predators to friends, pets and as the Crucible. It was through this method that Asajj Ventress
war mounts; and codifying her teachings in the Book of Law. Some handpicked Savage Opress to become her agent in a plot against
accounts suggest that she was a lone woman within an otherwise Count Dooku. The Test of Fury primarily involved combat, with
entirely male population. But in reality, these practices may have candidates either being pitted against each other or their instructor.
evolved over several generations, and the parallel with the In the Test of Night, participants fought again, as in the Test of Fury,
matriarchal social structure of the rancors may be significant, at night, in the low-light environment of Dathomir's four moons. The
especially given the symbiosis of the Human warrior-women and Test of Elevation was the third and final challenge in which
their mounts. Regardless, Allya's leadership undoubtedly laid the participants fought amidst the moving stone pillars of the arena called
foundations of a unique culture, dominated by Force-using women the Crucible, in a display of their abilities.
who regarded themselves collectively as her descendants, known to
outsiders as the Witches of Dathomir. Darth Sidious visited Dathomir in 54 BBY and was approached by
the Nightsister Kycina, who begged him to take away her infant son
Over the centuries, the total Human population of Dathomir grew to from the life of a Nightbrother. Sidious agreed, taking in the Zabrak
just over five thousand, based in a relatively narrow coastal area of who would soon become his apprentice, the fearsome Darth Maul.
one of the planet's continents: even by the time of the New Republic,
more than 90% of the planet remained unexplored. The Dathomiri In 31 BBY, the remaining Kwi were decimated by a clan of
came to be divided into a number of reasonably permanent local clan Nightsisters during their attempt to access the secrets of the Infinity
communities, which took their names from significant geographical Gate. They intended to use the device to destroy Coruscant, though
features such as Singing Mountain, Frenzied River, and Misty Falls. their plot was thwarted by the Jedi Quinlan Vos, who was able to
These clans, each just a few hundred strong, accounted for almost make contact with the Kwa, and assumed the role of Temple
the entire planetary population, but there were also small numbers of Guardian, to redirect the deadly wave aimed at Coruscant back at
exiles who lived outside the clan communities, including the planet's the Infinity Gate. Only the scattered ruins of the Infinity Gate and the
dark-siders, called Nightsisters, who at times existed in sufficient Star Temple were left, and the Kwi disappeared once more to roam
numbers to form a distinct clan. In total, the clans could probably put the deserts.
at least a thousand warrior-women into the field, each of them a
trained Force-user and many of them riding rancor mounts. The Clone Wars

The strength of the Dathomiri was discovered by the Jedi Order in Around 21 BBY, General Grievous led an attack on the Nightsisters,
around 340 BBY, when the Jedi academy ship Chu'unthor crashed in retaliation for the betrayal of Asajj Ventress and Mother Talzin.
into a tar pit on Dathomir. All attempts to retrieve the wreck were This assault led to the extermination of almost every Dathomirian
blocked by the natives, although it seems that some contacts were Nightsister and thus resulting in the original Human Nightsisters
forged across the battle-lines: one young warrior-woman, Rell, who eventually returning to prominence on Dathomir.
would survive to meet Luke Skywalker in the days of the New
Republic, reminisced about Yoda as an "old flirt." The Second Battle of Dathomir

The Republic Classic Era The Battle of Dathomir took place around 21 BBY during the Clone
Wars. Count Dooku, seeking revenge for his betrayal at the hands of
At some point, Dathomir appears to have been part of the Republic, his former apprentice, Asajj Ventress, and Mother Talzin of the
and was classed as part of Quelii sector, but eventually, it fell under Nightsisters of Dathomir, ordered General Grievous to lead the
the rule of the Drackmarians — another matriarchal warrior race, but Separatist Droid Army in an assault on Dathomir aimed at wiping out
of methane-breathing, reptilian aliens, for whom the planet held little the Nightsisters. Led by Ventress, the Nightsisters did manage to put
real interest. up a resistance, however the CIS managed to exterminate nearly
every Nightsister.
Generations prior to the Clone Wars, a small group of Iridonian
Zabraks originating from Rattatak, where their ancestors had crashed
in a starcruiser, were brought to Dathomir during pirate raids. When
the Human Nightsisters discovered that they could interbreed with
Zabraks, they isolated them to a small part of the planet where they
could draw from them at whim. The Nightsisters also sold some
Zabraks and Zabrak-Human hybrids (and even some of their own) to
the Rattataki. Prior to the reign of Talzin, Nightsisters were known to
utilize various male castaways for slave labor; Talzin restricted the
use of males to the Nightbrothers, each given the title ―Brother.‖ The Nightsisters Flee the Devastation of the Defoliator
21
After Asajj Ventress had been transformed into a real Nightsister, the Tyber Zann and Urai Fen used a backdoor path behind the prison to
Nightsisters had a feast at the village, while Grievous landed the avoid the anti-infantry cannons. They ran into a Phase I dark trooper
army of battle droids on Dathomir. Some Hyena-class bombers early in their travels which they easily destroyed. Running into Royal
destroyed the temple, killing Karis. Ventress and the Nightsisters Guards and Stormtroopers, they killed and bribed their way to some
started the fight against the army of droids, while General Grievous high explosive fuel cells that they destroyed, disabling the power
ordered a Defoliator Deployment Tank and some AATs to wipe the generator and eliminating many Imperial vehicles. Destroying the
Nightsisters out. Talzin sent two Nightsisters to search for Count barracks, they ended up freeing the prisoners and three Nightsisters
Dooku's piece of hair, then she asked Old Daka to resurrect the dead who told them of Silri, who had been imprisoned by the Imperial
nightsisters. With the help of the zombies, the Nightsisters took governor as part of a propaganda effort. The Nightsisters were led to
control over an AAT, destroyed the Defoliator, and made their way to their rancor steeds and helped Zann destroy an AT-AT, a number of
Grievous, where Ventress fought against the General. Nightsisters Phase III dark troopers, and a number of stormtroopers. As they
Naa'leth and Luce were also killed by B1 battle droids. Meanwhile, traveled across a bridge, however, they noticed turbolasers which
Talzin used magic to make Count Dooku suffer. Dooku ordered prevented their assault. A nearby dam on the river supplied power
Grievous via hologram to kill Talzin. however, and they destroyed it. They freed Sirli, who grudgingly
agreed to help in exchange for the death of the governor. Urai
Grievous advanced to the cave where Old Daka and Talzin were and distrusted Silri immediately as she had tried to convince Tyber to free
destroyed the cave's secret door. He then killed a Nightsister, her using an unsuccessful Allyan Magic Mind Trick. After destroying
stabbed Old Daka, and only just missed Talzin. With the the Imperial Governor's home, Silri, Urai and Zann left, but not before
disappearance of Old Daka's magic, the zombie army collapsed, and Silri killed the Imperial Governor.
the battle droids killed all the Nighstisters except Ventress. Ventress
then asked for help from Talzin. Two Star Destroyers were stationed in the system to prevent further
contact with the surface, and Gethzerion and her clan then enslaved
The remnants of the droid army remained on Dathomir after the the stranded Imperial garrison and their prisoners.
battle, with some of them being used by Mother Talzin to create new
cybernetic legs for Darth Maul.

Despite the severe casualties, the Nightsisters continued the


existence of their sect well into the time of Galactic Civil War.

The Galactic Civil War

After the Great Jedi Purge, the fabled village of Aurilia was believed
to be located somewhere on Dathomir, and it was rumored that
Force-sensitive individuals, perhaps even Jedi, lived here in exile
during the reign of the Galactic Empire. However, the Empire soon
sent a fleet into Quelii sector to wrest territory from the
Drackmarians, and Dathomir was claimed for the Empire by an
officer named Zsinj, then commanding the Victory-class Star
Destroyer Iron Fist. Around 2 BBY Emperor Palpatine reestablished
a penal colony for important political prisoners, while the Imperial
garrison hunted the remaining Kwi to near extinction.

The Third Battle of Dathomir

Around this time, Tyber Zann, Human crime lord and leader of the
Zann Consortium, obsessed with opening a Sith Holocron, traveled
with his lieutenant Urai Fen to Dathomir in order to find a Force-
sensitive to unlock it. However, the Empire had blockaded the
planet, so Tyber dispatched a Defiler soldier to disable a scanner in
order to give him and Urai an easy landing. The Defiler successfully
destroyed the scanner and Zann and Urai Fen arrived on the planet,
seeking one who could unlock a Sith holocron in Tyber's possession.

Arriving there, they attacked the Singing Mountain prison. Shortly


thereafter, the Imperials arrived. An exile from the Singing Mountain
Clan named Gethzerion began to form a new clan of Nightsisters
with Imperial encouragement, but when Palpatine realized the threat
they posed in the Force, he quickly placed the planet under Gethzerion, Founder of the Nightsisters Splinter Sect
interdiction.

22
The Sisters of the Void The New Republic

The Sisters of the Void, or Voidsisters, were three Dathomiri witch Zsinj was an Imperial officer from Fondor who rose to the rank of
sisters who lived during the Galactic Civil War. Following an Admiral and Grand Moff of the Quelii Oversector, after having
outbreak of the blackwing virus on Dathomir, a number of members received accolades from Emperor Palpatine for quarantining the
of the Howling Crag Clan became infected with the disease. In an Force-sensitive Nightsisters on the world of Dathomir. Establishing
attempt to contain the outbreak, the Galactic Empire killed most of himself as an independent warlord after the Battle of Endor, Zsinj
the clan; however three of the infected witches, Denkra Kymeri, Naija was recognized by many as the most powerful of the post-Imperial
Kymeri and Thestriel Kymeri, survived by using spells to fight off the warlords. Zsinj commanded a formidable fleet, with support from a
contagion. They became known as the "Sisters of the Void", financial infrastructure unlike that of any other warlord, and at the
assuming the names "Voidsister Warrior", "Voidsister Huntress" and height of his power he controlled a third of the known galaxy, rivaling
"Voidsister Spellweaver" respectively. However, the sisters gradually both the New Republic and the Galactic Empire.
began to lose their battle against the infection, and the Force ghost of
their mother, Amaya Kymeri, sent a spacer to kill the trio. Upon graduating in the top third of his academy class, Zsinj was
given command of the Victory I-class Star Destroyer Iron Fist, on a
The Blackwing Virus mapping patrol in the Quelii sector. One of the oldest ships of her
class, Iron Fist was nearly due to be decommissioned when she was
The Sickness, later officially known as Imperial bioweapons Project reassigned to Zsinj. Ancient equipment was hardly an obstacle for
I71A, was an infectious viral agent created through the powers of Captain Zsinj, however, as he formulated innovative tactics to
Sith alchemy that attacked biological tissue and transformed its confound the enemies of the Empire. It was during this time that Zsinj
victims into undead monstrosities. The disease was originally would meet his future right-hand man, Melvar. Around the time of
created by the Sith Lord Darth Drear on Odacer-Faustin sometime the Battle of Yavin, the Iron Fist was assigned to patrol the area in
prior to 4,645 BBY, and was intended to grant him immortality. Lord the Quelii sector around the planet Dathomir.
Drear's initial experiments failed, and he succumbed to his creation.
Over one thousand years later, during the period of unrest following
the Great Galactic War, the Sith Lord Darth Scabrous attempted to
recreate Drear's disease in the hope that he would be able to
succeed where his predecessor had failed. Scabrous likewise failed
to create a path to immortality and, in the process, unleashed the
virus upon the unsuspecting students and staff of the Odacer-
Faustin Sith Academy. Before long, all of the Sith Acolytes and
Masters on the planet died and were born anew as cannibalistic
monstrosities motivated only by the will to eat flesh.

Knowledge of ―the Sickness,‖ as it had been known during the


Odacer-Faustin outbreak, survived several millennia and eventually
fell into the hands of Darth Vader. Around 1 BBY, Vader
commissioned a scientific team from the Imperial Biological
Weapons Division aboard the Imperial I-class Star Destroyer Vector
to re-engineer the virus and turn it into a weapon that could be used
to further Imperial interests. Operating in secrecy, the scientists were
able to recreate the disease under the codename "Blackwing" and
prepare it for deployment. However, in that year, an accident aboard
the Vector unleashed the Sickness once more, turning almost all of
the personnel aboard the vessel into monstrous savages. The
infected took control of the ship and used it to cripple the Imperial
prison barge Purge, thereby forcing the barge's occupants to enter
the Star Destroyer and become prey for the Sickness.

The disease was created through Sith Alchemy using the Murakami
orchid — a highly Force-sensitive black flower. Victims of the plague
suffered numerous, painful side-effects prior to death, and became
mindless monstrosities post-mortem. The virus itself was self-aware,
and used the undead hosts to spread the pathogen and either Warlord Zsinj
transform or eat any who were able to avoid infection. Due to the
extremely quick rate of transmission and the difficulty of isolation, Dathomir was a backwater world, where the Imperial garrison was
treatment of the disease was rare; although contracting the virus still equipped with broken-down A5 Juggernauts and even basic
could be prevented by injecting an anti-virus intravenously. Those supply shipments were irregular, but the Empire built a prison
who were already infected had little chance of survival. The fluid that complex on the planet for political dissidents and intellectuals.
coagulated within the bodies of the infected and carried the virus Emperor Palpatine eventually realized that the Force-sensitive
bore many similarities with the entity known as Mnggal-Mnggal, Dathomiri Nightsisters were too much of a threat to be allowed off-
leading some to believe that the two were in some way related.
23
planet. To eliminate this threat, Zsinj attacked the prison from orbit, The skies grew dark and the planet's temperatures fell dramatically.
destroying every spaceworthy craft. Though this stranded all the The Nightsister then agreed to capture Solo, though she also
Imperial personnel on the planet along with the Nightsisters, requested a ship for transportation off Dathomir. The witches had
Palpatine applauded Zsinj's actions, promoted Zsinj to Admiral, and planned to travel into New Republic space and cause secession in
gave him command of the newest Executor-class Star Dreadnought, support of the ruthless warlord. In return, Zsinj would send two
Brawl. The Victory-class Star Destroyer was sent to the Unknown shuttles: an armed transport for Han Solo, and an unarmed transport
Regions under Thrawn. for the Nightsisters.

With the Brawl at his command, Zsinj became the heart of Imperial After Solo's capture, he was brought to the Imperial prison where
authority in what was now the Quelii Oversector, with the ranks of Zsinj's transports had just landed. However, Gethzerion then
Grand Moff and High Admiral of Crimson Command, and the official betrayed Zsinj and murdered all the Imperials. Han Solo was saved
ceremonial rank of Warlord of the Empire. In this lofty new position, by the timely arrival of the Millennium Falcon (with Luke Skywalker
one of Zsinj's duties was to conquer the Drackmarians and control simultaneously operating all of its crew stations via the Force),
the Rimward stretch of the Hydian Way super-hyperroute. To this though Gethzerion and her cohorts had escaped onboard the armed
end, his Sector Group was supplemented with a hundred refitted shuttle. With Luke in hot pursuit and using radio communication
Victory-class Star Destroyers along with his new Star Dreadnought, jamming to attract the attention of Zsinj's Star Destroyers, the shuttle
making the Quelii sector fleet the single largest in the Imperial Navy. was destroyed.

As the war with the Drackmarians continued, Quelii sector was raised Despite Gethzerion's death, the Orbital Nightcloak still remained in
to the level of an Oversector, and Zsinj became the admiral, effect and the planet was blockaded by Zsinj's fleet. However, the
replacing his old Victory-class SD Iron Fist with a new Super Star Millennium Falcon managed to disable the Nightcloak and the Hapan
Destroyer, which he rechristened Iron Fist, commanding the local fleet arrived to engage the Super Star Destroyer Iron Fist and the
Sector Group one of the largest combat fleets in the Empire. After the other vessels of Zsinj's Empire. During the battle, the Hapans
Battle of Endor in 4 ABY he refused to recognize the authority of the destroyed the Orbital Nightcloak and mined the surrounding space
Imperial Ruling Council and declared himself a Warlord, quickly with pulse-mass generators to prevent the Imperials from fleeing into
coming to rival the power of both the legitimist Imperial authorities hyperspace. This was dangerous since it stranded both the attacker
and the rising New Republic. Dathomir became key to his plans with and the target in real space for several minutes. The Millennium
the discovery of vast loads of the key shipbuilding metals of Falcon succeeded in destroying the shields and bridge of the Iron
neutronium, lommite, and zersium on the moon Koratas, and Zsinj Fist, killing the warlord and, with his death, thereby removing a major
had Rancor Base built in orbit of the planet to exploit the world's obstacle to the New Republic.
resources.
Luke Skywalker’s Jedi Praxeum
Han Solo won the deed to Dathomir from Drackmarian Warlord
Omogg in a game of sabacc in 8 ABY. Han's kidnapping of Leia Several Dathomiri subsequently went on to train with Luke Skywalker
Organa to the planet led to a chain of events that changed Dathomir at his Jedi Praxeum on Yavin 4, including Kirana Ti and Damaya, but
forever. Luke Skywalker and Isolder followed Solo and Organa to in 12 ABY, the forces of the Imperial Remnant returned to Dathomir,
Dathomir and encountered the Kwi and then the Singing Mountain in the form of an expedition searching for the Infinity Gate, led by
Clan. The following conflict, known as the Battle of Dathomir, Sigit Ranth and General Vit.
resulted in the destruction of the Nightsisters, Warlord Zsinj and
Zsinj's Orbital Nightcloak. Free from the tyranny of the Nightsisters,
the Dathomir entered an alliance with the New Republic, and Han
Solo gave over his claim to the planet to Augwynne Djo, matriarch
and member of the Council of Sisters of the Singing Mountain Clan.
While Augwynne's new title as Queen of Dathomir was little more
than a constitutional formality, it also ennobled her granddaughter
Teneniel Djo, and enabled her to marry Prince Isolder, Chume'da of
the Hapes Consortium, with whom she had fallen in love.

The Fourth Battle of Dathomir

The Fourth Battle of Dathomir was fought between the Hapan


Consortium / New Republic and the Zsinj Fiefdom / Nightsisters. This
battle resulted in the deaths of Warlord Zsinj, the most powerful of
the post-Endor warlords, and Gethzerion, leader of the Nightsisters.
Prior to the battle, Zsinj demanded that the Nightsisters hand over
Han Solo, or he would activate the Orbital Nightcloak, a doomsday
device which could reduce a planet to a ball of frozen ice. After
learning that the Nightsisters' assault on the Singing Mountain Clan
had failed, a disappointed Zsinj activated the Nightcloak to Karana Ti, Dathomir Witch and Student of Luke Skywalker’s Jedi Praxeum
encourage Gethzerion's cooperation.

24
The Imperials overpowered the small New Republic enclave on the
planet, and struck an alliance with a group of Dathomiri who styled
themselves as a reborn clan of Nightsisters. Although Ranth soon
departed the world when he discovered that Infinity Gate was
inoperable, General Vit and his garrison remained, tasked with
imposing Imperial authority on Dathomir in alliance with the
Nightsisters, investigating the Jedi artifacts on the Chu'unthor, and
recruiting the planet's Force-sensitive warriors for the service of the
Empire.

Over the next months, Vit and his men reconditioned the old Imperial
prison facility, and began rounding up the hostile Dathomiri and
incarcerating them. Soon, the Singing Mountain Clan had been
imprisoned in the camp, and prison columns from the defeated
Dreaming River Clan were being marched under guard to join them.
At this point, a miscellaneous group of heroes and rogues arrived on
the planet, including renegade special forces officer and Jedi
Praxeum trainee Dal Konur, as well as Imperial Royal Guard Kir
Kanos. Working together with the Dathomiri resistance, they
succeeded in ousting Vit and the Imperials; but neither the Empire
nor the Nightsisters had been permanently destroyed.

The Second Imperium

In 19 ABY, Brakiss arrived on Dathomir. A Force-sensitive Imperial


Intelligence agent working with the faction known as the Second
Imperium, he infiltrated the Great Canyon Clan and transformed
them into a new group of Nightsisters, to serve as a recruiting pool
for his Shadow Academy. Brakiss also engineered a social
revolution, so that the new Nightsisters came to treat males as
equals — adding escaped slaves from the other clans to their ranks.
By 22 ABY, some Great Canyon Clan warriors, like Captain
Garowyn, had already undergone thorough training at the Shadow
Academy, and received commissions in the Imperial military.
Survival of the Fittest Is the Rule of the Wild on Dathomir
Later that year, however, Tenel Ka and Luke Skywalker infiltrated the
The Galactic Alliance
Great Canyon, a wide expanse on the planet Dathomir, located just
north of the Frenzied River, and from there were able to reach
By the beginning of the Yuuzhan Vong War, Dathomir was once
Brakiss’s Shadow Academy battlestation. The Great Canyon Clan
again under New Republic protection, and although the planet fell to
gave its youths to the Shadow Academy for training, sometimes
the Yuuzhan Vong during their initial attack in 27 ABY, the invaders
seeking out new recruits for the Shadow Academy from other
soon realized that the native "Jeedai" were going to be harder to
Dathomiri clans. In return the clan received military equipment and
subdue. Dathomir was never fully conquered, and after the war's
support from the Second Imperium.
end, Jedi Master Streen, with the help of Dathomiri Jedi Kirana Ti
and Damaya, did a great deal of work on Dathomir in 30 ABY and
The Great Canyon Clan village contained concentric rings of tents,
founded a Praxeum in order to train the local witches as Jedi. In the
homes, slave's quarters, and workshops that surrounded Clan
following years, Jacen Solo came to the planet and trained in the arts
Mother Mintinee's home, known locally as the Waterhouse due to its
of the indigenous witches. Later, Luke Skywalker and his son Ben
proximity to the clan well. Due to Mintinee's belief in the power of
tracked Vestara Khai to the planet and were rejoined by Han, Leia,
talismans, chimney-like stone piles containing magical talismans
and Allana Solo. The Jedi became involved in some affairs on the
were also found scattered around the village. The village included a
world, including a resurgent clan of Nightsisters and a proposed Sith-
well-fortified stockade for holding rancors that was patrolled by two
Nightsister alliance.
AT-STs. The clan used a strip of packed dirt as a landing pad for
supply ships. The clan's strength was subsequently diminished by
their defeat in the Second Imperium's attack on Yavin 4.

"I am as ancient as time and yet constantly newborn. Nothing lives without me, and without
me there is no hope. Yesterday's children smiled at me, and tomorrow's children will as well."

―Ben Skywalker, proposing the name of the Bright Sun Clan


25
DATHOMIR POINTS OF INTEREST a realm of infinity that housed a central control station which was
used to control the power of infinity.
Several locations and landmarks on Dathomir were incorporated into
the names of witch clans located at or near that location, such as the During the Pre-Republic era, the Infinity Gates were constructed by
clans of the Dreaming River Valley, Red Hills, Singing Mountain, the Kwa though its design was influenced by a Celestial principle.
Misty Falls, Frenzied River, and Great Canyon. Other locations and The development of the Infinity Gates enabled the Kwa to colonize
landmarks on Dathomir are known for other reasons. Some other worlds within their region of space. However, their expansion
examples are listed below. brought them into conflict with the Gree Enclave which had
developed similar devices known as hypergates.
Aurilia
As the Kwa began to wane in power across the galaxy, the Kwa
Aurilia was a mysterious village on the planet Dathomir, founded by a sealed the Infinity Gates and the Star Temples and set guardians to
small group of like-minded Force-sensitive refugees. In about 1 ABY, protect the realm of infinity—whuffa worms with thick hides and
it fell under attack from the Dark Jedi Mellichae and his Sith impressive speed. Following their extermination by the Rakatan
Shadows. They were eventually defeated with the help of an Infinite Empire and the conquest of Dathomir, the surviving Kwa
unidentified spacer and Aurilia recovered and grew into a thriving devolved into the primitive and semi-sentient Kwi.
township.
In 31 BBY, the Nightsisters succeeded in capturing a local Star
Aurilia was originally founded by a small group of Force-sensitive Temple and slaughtered many Kwi. The Nightsisters had intended to
misfits as a place to practice the Force away from the rest of the access the secrets of the Infinity Gate and use it to destroy
galaxy. The village was a simple, rustic place consisting of huts, with Coruscant. However, their plot was thwarted by the Jedi Knight
a stone wall around the perimeter. To protect themselves, the Quinlan Vos, who, using his role as Temple Guardian, redirected the
villagers used their abilities to create a dense mist that surrounded deadly wave aimed at Coruscant back at the Infinity Gate. Only the
the village. This mist could only be penetrated by Force-sensitives. scattered ruins of the Star Temples were left. The Kwi also
disappeared into the deserts.
In around 1 ABY, the cyborg Dark Jedi Mellichae and his non-Force-
sensitive thugs known as the ―Sith Shadows‖ began attacking the
village. Mellichae believed that killing or capturing the village's Force-
sensitive residents would be a good way for him to regain the trust of
Emperor Palpatine and maybe even earn a place at his side. The
villagers worked hard to prepare the village for the attack, but it
sustained significant damage. Eventually, with the help of an
identified spacer, Mellichae was defeated and imprisoned in the
Aurilia Prison.

Afterwards, the village retreated into the mist and cut itself off from
the rest of the galaxy. The mist eventually cleared to reveal a new
Aurilia, one that had been rebuilt into a much larger township. Pilots
and spacers from across the galaxy flocked to the new Aurilia to
purchase rare items from the traders there and to take on dangerous
and exciting quests from the Adventurers' Guildhall.

The Kwa Star Temples and Infinity Gates

The Star Temples were a series of ancient massive pyramid-shaped


buildings constructed by the Kwa to house their Infinity Gates.

The Infinity Gates were an ancient network of structures developed


by the saurian Kwa species of Dathomir during the Pre-Republic era.
They were capable of enabling near-instant interstellar travel
between far-flung locations and could also be used as a
superweapon.

Through what the Kwa called the "power of the cosmos", the Infinity
Gates were able to transport them across the galaxy or project
devastating Infinity Waves. The Gates were accessed from a Star
Chamber within massive pyramidal structures known as the Star Quinlan Vos Outside a Kwa Star Temple
Temples.
In 12 ABY, Sigit Ranth investigated the Star Temple on Dathomir for
The Star Temples and associated buildings contained traps which the Imperial Remnant, but finding no remains of the Star Chamber,
protected the Chambers from intruders. Inside each Star Temple was
26
abandoned the project, while the Remnant instead concentrated on prison, including Imperial troops who survived the bombardment,
recruiting Nightsisters as part of Project Nightsaber. were then completely abandoned by the Empire. For his action in
destroying the prison and all means of transport off Dathomir, Zsinj
The Shattered Ridge was promoted to the rank of Admiral.

The Shattered Ridge was a chain of mountains located on the planet However, within a year of the prison's destruction, the Empire
Dathomir. The Nightsisters thought the melting of the snow on the realized the necessity of a maximum security prison on a low
slopes of the Shattered Ridge foreshadowed a mythical event known population world. The Empire reconstructed most of the prison on top
as the Wild Hunt, an ancient Nightsister folk myth that held that once of the remains of the old one.
every year, ethereal riders visible as dark figures with glowing eyes
would come out of the spirit realm to gallop through the woods, Nightsister Stronghold
shouting hunting calls and taking with them any who crossed in their
path. The Nightsister Stronghold was located on Dathomir, the homeworld
of the Nightsisters. It served as a refugee settlement for the exiled
Mother Talzin, head shaman of the Nightsisters during the Clone witches.
Wars, claimed in her instructional treatise on the Nightsisters entitled
Wild Power, to have personally witnessed a Wild Hunt. According to Right outside the walls of the stronghold was the entrance to the
her, it was conjured by the Fanged God when the four moons of Rancor Cave, where many rancors lived. In the deepest part of the
Dathomir were at their brightest and the snow had melted on the caverns lay the entrance to the Chamber of Banishment, guarded by
slopes of the Shattered Ridge. Nightsisters and opened only with the Key of Exile. Nightsister
Axkva Min was imprisoned within the chamber because of her
Rancor Base practice of draining the life from her pupils in order to increase her
own power. She possessed a fragment of the Codex of Tython, an
Rancor Base was Warlord Zsinj's secret headquarters in orbit over ancient Jedi Holocron. An agent of the Alliance to Restore the
Dathomir during the Imperial era. The orbital complex contained a Republic, who was seeking to reassemble the holocron, came
shipyard with drydock that was used to service his fleet, which looking for Min, accessed the chamber using the Key of Exile,
included the Executor-class Star Dreadnought Iron Fist. It was at this provided by Sarguillo, a Zabrak in charge of defending the village of
shipyard that Zsinj and his engineers developed the TIE Raptor, Aurilia during the Galactic Civil War. There, the agent found several
which was used by the warlord's Raptors. Nightsisters guarding a large crystal which contained the essence of
Axkva Min trapped within. The Codex, possessed by the Rebel, then
The base and its shipyard were destroyed in 8 ABY by a battle fleet launched a bolt of energy to the crystal, destroying it and freeing
sent to Dathomir by Ta'a Chume, the ruler of the Hapes Consortium, Axkva Min. She attacked the intruder, but was defeated and asked
in an effort to rescue her son Isolder and Leia Organa. him to take her life, seeing it as a preferable fate to eternal
imprisonment. The Rebel, however, was only looking for the crystal,
Dathomir Imperial Prison worn on a chain around the witch's neck. When this fragment was
installed back into the Code, another arc of energy jumped from the
Dathomir had a long history of use as a penal colony. The first time it Codex to the banishment crystal. The figure of Axkva Min was
was used in this manner was around 600 BBY when the Jedi Knight transported inside again and the scattered pieces of the crystal
Allya was exiled to the planet—her descendants became the Force- reformed themselves with her essence inside. Once again, the
sensitive natives known as the Witches of Dathomir. Queen of the Nightsisters was trapped within.

Ever since, the Galactic Republic had used the planet as a place to Later Axkva Min was killed by a group of spacers as she attempted
send various criminals and outcasts of society. These people were to escape.
left on the planet with no possible means of escape to live out the
rest of their lives in solitude.

During the Imperial era, Dathomir Imperial Prison was built sometime
prior to the Galactic Civil War. The complex was overseen by
Warden Vinzel Haylon.

The prison was overseen by the Imperial Inquisitor Olof. Prisoners


kept here were thought to be some of the most dangerous to the
Empire, and as such were left in this remote facility to be forgotten.
The prison was guarded by a regiment of stormtroopers and several
AT-STs were also stationed here.
The product of Imperial bioweapons Project I71A, the Blackwing Virus
Due to the threat posed by the native Nightsisters, Emperor
Quarantine Zone
Palpatine eventually decided maintaining the Imperial forces at
Dathomir was not worth the risk of the Nightsisters possibly escaping
The Quarantine Zone was a region on Dathomir that was
the planet. The prison was subsequently destroyed around 0 BBY by
quarantined by the Galactic Empire in about 1 ABY, following an
Zsinj, then captain of the Victory I-class Star Destroyer Iron Fist. The
27
with Jedi Knights. These warriors made up the bulk of the
Brotherhood's armies.

Jedi Praxeum

The Jedi Praxeum of Dathomir was established by Jedi Masters


Streen and Kirana Ti after the end of the Yuuzhan Vong War to help
in the recovery efforts there after the Yuuzhan Vong's conquest and
subjugation of the planet and to train the locals to become Jedi
Knights.

Due to Darth Caedus holding the Ossus Jedi Academy hostage


during the Second Galactic Civil War, the staff and students of the
Jedi Praxeum of Dathomir were evacuated by the Jedi Order to a
base on Endor, and later Shedu Maad. As of 43 ABY, the Dathomiri
Praxeum remained abandoned.

The Tzarina Crash Site

The Tzarina was a passenger transport starship operated by the


space travel agency Star Tours. The vessel was of a Corellian design
very similar to a CR90 corvette.

At the time of the Battle of Yavin, the Tzarina was involved in a tragic
accident that cost most of its passengers their lives. For unknown
reasons the ship's droid captain decided to change course towards
Yavin to show his passengers "something neat". Once there, the
yacht collided with an unidentified TIE fighter variant that was
tumbling out of control through space. The collision caused the
Tzarina's hyperdrive to initiate and throw the ship into hyperspace.
When it fell out of hyperspace half a galaxy away it crash landed on
Dathomir. Only one passenger was known to survive the crash and
find his way to the Dathomir Trade Outpost, where he told others his
story.

"I have a small task for you, my pet.


Not far from here you’ll find a crashed
spaceship. I need you to go there and
search the wreckage."

The Jedi Praxeum on Dathomir Founded by Masters Streen and Kirana Ti ―Nightsister of the Spiderclan
Xxxxxxxxxxxxxxxxxxxxxxx
outbreak of the blackwing virus. The virus killed most of the people
inside the Zone and turned them into zombies. The survivors
established five camps inside the Zone, Camp Alpha, Camp Beta,
Camp Gamma, Camp Delta and Camp Epsilon, to live in safety.
However, the camps all came under regular attack from the zombies.

Sith Academy

The Sith academy of Dathomir was established by the Brotherhood


of Darkness near the end of the New Sith Wars. They used it to train
Sith adepts and acolytes. Trainees here were apprenticed to Sith
Masters. The skills learned here equipped adepts with abilities on par
28
ALLIES AND ADVERSARIES
Dathomiri Zombie CL 1
Army of the Dead Medium Zombie nonheroic 3
Int +2; Senses Perception +8
The Army of the Dead were made up of undead Dathomirian Languages none
Nightsister zombies that participated in a fight to hold back a Defenses Ref 13 (flat-footed 13, Hard to injure 18), Fort 15, Will –
Separatist Droid Army invasion. The army was summoned by Old HP 9; Threshold 15
Daka, who was among the wisest of the Nightsisters, by using a Speed 3 Squares
resurrection spell that spread in to a Nightsister graveyard and Melee Claw +5 (1D4+3) or
opened the cocoons that held the undead warriors. The army helped Melee Bite +5 (1D6+3)
Asajj Ventress and the rest of the Dathomirians to destroy the droid Base Atk +2; Grp +5
invasion and prevent them from getting to the village of Talzin, Clan Atk Options pin, trip
Mother of the Nightsisters. Most of the army engaged the enemy Abilities Str 16, Dex 10, Con 10, Int 2, Wis 14, Cha 2
without any weapons of some sort except their arms and legs. The Feats Pin, Trip
army perished when General Grievous assaulted and captured the Skills Perception +8
village and destroyed the entrance of the hidden cave in which Talzin Nonliving - Zombies do not need to eat, breath, or sleep. They are
and Old Daka had summoned the ferocious warriors. Grievous lso immune to poison, disease, radiation, non corrosive atmospheric
executed Old Daka with a stab through the witch's stomach, resulting hazards, vacuum, mind-affecting effects, stunning effects and any
in the destruction of all the warriors of the dead army and leaving the other effect that works only on living targets.
Nightsisters to be greatly outnumbered and executed. Hard to injure - Due to the fact that only a direct attack to the central
nervous system will harm a Zombie, Zombies are always considered
as having soft cover for the purposes of being attacked. Note that as
normal soft cover can be negated by aiming or the Sniper feat.
Shambling - Zombies may not spend a full round action to run nor
can they take standard action to charge.
Zombie Defenses - Zombies get a natural armor bonus of +3 and a
species fortitude bonus of +5.
Sense the Living - Zombies may ignore the effects of cover and
concealment (but not total cover) against any living target within 10
squares.
Moan - Time: standard action. Target: any intelligence 3 or higher
creature capable of hearing within 12 squares. Roll: 1D20+5 if this
roll exceeds the targets will defense they are filled with fear causing
them to run from the zombie at top speed for 1 minute. The affected
creature stops fleeing if it is wounded. The effect is negated if the
target's level is equal or higher than the zombie's level. This is a fear
effect.
Infection - 15 minutes after being bitten and every 15 minutes
afterwards roll 1D20+5 vs the fortitude defense of any zombie bite
victim if the roll meets or exceeds the target's fortitude defense they
move one step down on the condition track. This is a persistent
condition. When they reach Helpless they become a zombie with all
the same traits as a standard zombie (if they are wearing any
equipment such as combat gloves or armor they get bonuses for it)
unless they are treated for the infection (Treat Injury DC 15 , requires
zombie antivirus and medical kit) before they turn.

Old Daka summons the Army of the Dead

29
Dathomiri Witch

The Dathomiri Witches are female Human Force-users who hail from the
primitive world of Dathomir. The Dathomiri Witch described here could
represent a particularly powerful leader of one of the various clans.
Trained in the powers of the Force through unorthodox methods, the
Dathomiri Witch is a master at clouding a person's mind or seeing into the
future. Her command of the beasts of her planet is second to none, and
she often travels with one more animal companions who protect her from
harm. Each clan has its own interpretation of how the Force should be
utilized, but most abide by the edict "Never concede to evil." Members of
the clan called the Nightsisters are a exception to this rule, since they
practice forbidden powers that traditional Force-users would recognize as
being of the dark side.

30
Dathomiri Witch Clan Mother CL 15 Unwavering Resolve [CWCG p.32], Weapon Proficiency (pistols,
Medium Human Female scout 5/noble 2/Force adept 5/Force disciple rifles, simple weapons) [Core p.89]
3 Trained Skills Endurance +12, Initiative +12, Knowledge (galactic
Destiny 3; Force 6 (3d6) lore) +13, Perception +20, Persuasion +10 (may Use the Force +20
Init +12; Senses Use the Force +20 to change the attitude of a beast instead), Ride +12, Stealth +12,
Languages Basic, Paecian, Zabrak, 1 unassigned Survival +15, Use the Force +20 (may reroll as a full-round action but
Defenses Ref 28 (flat-footed 28), Fort 28, Will 34; Primitive Block must keep the result of the reroll even if worse)
[KOTOR p.38] Untrained Skills Acrobatics +7, Climb +9, Deception +10, Gather
Defenses against any Use the Force checks Fort (& Threshold) Information +10, Jump +9, Knowledge (bureaucracy) +8, Knowledge
33, Will 39; immune to mind-affecting Force powers (life sciences) +8, Knowledge (physical sciences) +8, Knowledge
Defenses against Deception and Persuasion Will 39; (social sciences) +8, Knowledge (tactics) +8, Knowledge
hp 85; second wind +21/42; Threshold 28 (technology) +8, Mechanics +8, Pilot +7, Swim +9, Treat Injury +10,
Immune mind-affecting effects Use Computer +8
Speed 6 squares Possessions empowered spear
Melee spear +11 (2d8+9) or
Melee spear +11 (2d8+11) with both hands or Force power attack:
Melee spear +12 (2d8+2d6+11) with both hands and Battle Strike DC -swift: Motion of the Future; spend Farseeing power and force an
20 or attacker to reroll the attack roll (or Use the Force check) against you,
Melee spear +12 (2d8+3d6+11) with both hands and Battle Strike DC keeping the second result.
25 or -standard: Mind Shard; use a FP to add +1/2 damage dice OR affect
Melee unarmed +11 (1d4+9) 1 additional target OR reroll your UtF check and keep the better
Ranged by weapon +9 result OR add +2d8 damage.
Base Atk +9; Grp +11 -swift: Battle Strike (if you plan to attack next round) OR use recover
Special Actions Adept Spellcaster [Core p.107], Bonded Mount OR second wind
[JATM p.18], Empower Weapon [Core p.214], Motion of the Future -reactions: Primitive Block (UtF vs. melee attack), Intercept (UtF vs.
[JATM p.17], Mounted Combat [TUR p.27] ranged attack), Improved Rebuke (Utf vs. UtF; you can activate this if
Force Powers Known (Use The Force +20) battle strike (2) [Core any ally within 12sq is the target of a Force power)
p.96], farseeing (3) [Core p.96], Force whirlwind [KOTOR p.51],
intercept (2) [JATM p.27], levitate [CWCG p.50], mind shard (4) (may Force power attack 2:
spend a Force point to reroll and keep better result) [JATM p.28], -full-round: Mind Shard + Adept Spellcaster, you can reroll your UtF
mind trick(2) [Core p.98], rebuke (3) [Core p.100], vital transfer (2) check but you must keep reroll. Use a FP to add +1/2 damage dice
[Core p.100] OR affect 1 additional target OR reroll your UtF check and keep the
Force Techniques Improved Rebuke [TFU p.89], Improved Vital better result OR add +2d8 damage.
Transfer [KOTOR p.54] -reactions: same as above
Force Secrets Devastating Power [Core p.103], Multitarget Power
[Core p.103] Melee attack:
Abilities Str 14, Dex 10, Con 10, Int 13, Wis 16, Cha 16 -swift: Battle Strike
Special Qualities prophet -move: move into melee range (or use Battle Strike a second time
Talents Adept Spellcaster [Core p.107], Bonded Mount [JATM p.18], and stack damage bonus)
Charm Beast [Core p.107], Command Beast [Core p.107], Empower -standard: attack or charge and apply Battle Strike bonus
Weapon [Core p.214], Force Perception [Core p.101], Force Power -reactions: same as above
Adept (mind shard) [Core p.214], Motion of the Future [JATM p.17],
Primitive Block [KOTOR p.38] Healing round:
Feats Force Sensitivity [Core p.85], Force Training (5) [Core p.85], -standard: Improved Vital Transfer, heal an ally within 6sq
Linguist [Core p.86], Mounted Combat [TUR p.27], Skill Focus (Use -swift: use recover OR second wind
the Force) [Core p.88], Unstoppable Force [CWCG p.31], -reactions: same as above

" Never concede to evil. That is our


oldest and most sacred law. When we
concede to evil, even in a small way, we
feed it, and it grows stronger. "

―Augwynne Djo, Clan Mother of the


Singing Mountain Clan

31
Frenzied River Clan distance and direction from you, and whether you've met them before
or not. Another Force-user within range can try to conceal her
The Frenzied River Clan was a Dathomiri Witch clan village located presence from you by making an opposed Use the Force check. If
near the Frenzied River on Dathomir. Their teachings were similar to she equals or exceeds your Use the Force check, you don't sense
the Jedi Order's in that they were geared towards the light side of the her presence at all. This will enable you to activate talents like
Force. The Frenzied River Clan was slightly more technologically Attuned and Focused Attack, which require you to know that your
advanced than other Dathomiri Witches, in that they were able to target has a DSS of 1+.
create and arm their warriors with the San-ni Staff, which is
composed of Phrik alloy and is able to Block as a lightsaber does. Round 1:
Frenzied River Warriors are the first defense against Nightsister -swift: Battle Strike
raiders. They are usually found in groups with at least one Frenzied -move: move into melee range
River Mystic. -standard: charge or attack
-reactions: Block
-no action: 1/enc, when you are targeted or affected by a non-
Frenzied River Clan Warrior (Dathomiri Witch) CL 4
damaging Force power or Force talent originating from an ally, you
Medium Female Human Jedi 1/soldier 3
gain one temporary FP.
Force 2
Init +9; Senses Perception +9
Languages Basic
Frenzied River Clan Mystic
Defenses Ref 17 (flat-footed 15), Fort 16, Will 17; Block [Core p.41]
hp 46; second wind +11/23; Threshold 16
Despite their clan name, a Frenzied River Mystic is in tune with the
Speed 6 squares
light side of the Force, drawing on its powers of peace to aid in her
Melee san-ni staff* +6 (2d6+6) with both hands or
defense and the defense of those with her, usually Frenzied River
Melee san-ni staff* +1/+1 (2d6+4) with Dual Weapon Mastery or
Warriors.
*you can spend a FP to reroll an attack against a creature with a
DSS 1+ keeping the better result.
Frenzied River Clan Mystic (Dathomiri Witch) CL 6
*when you roll a natural 20 against a target with a DSS 1+, you can
Medium Human Female nonheroic 4/scout 1/Jedi 1/soldier 1/Force
activate malacia as a free action
adept 2
Melee unarmed +6 (1d4+4)
Force 4
Ranged by weapon +6
Init +9; Senses Perception +12
Base Atk +4; Grp +6
Languages Basic, Paecian
Atk Options Dual Weapon Mastery
Defenses Ref 17 (flat-footed 17), Fort 17, Will 22; At Peace [CWCG
Special Actions Attuned [CWCG p.53], Focused Attack [CWCG
p.53]
p.53]
Defenses with At Peace Ref 19 (flat-footed 19), Fort (& Threshold)
Force Powers Known (Use The Force +13) battle strike (2) [Core
19, Will 24;
p.96], malacia [CWCG p.51]
hp 34; second wind +10/17; Threshold 17
Abilities Str 14, Dex 14, Con 10, Int 10, Wis 15, Cha 12
Speed 6 squares
Talents Attuned [CWCG p.53], Block [Core p.41], Focused Attack
Melee quarterstaff +6 (1d6+2) or
[CWCG p.53]
Melee unarmed +6 (1d4+2)
Feats Armor Proficiency (light) [Core p.82], Dual Weapon Mastery I
Ranged by weapon +6
[Core p.84], Force Sensitivity [Core p.85], Force Training [Core p.85],
Base Atk +6; Grp +6
Jedi Familiarity [CWCG p.31], Skill Focus (Use the Force) [Core
Special Actions At Peace [CWCG p.53], Surge of Light (2) [CWCG
p.88], Weapon Proficiency (advanced melee, simple weapons) [Core
p.53]
p.89]
Force Powers Known (Use The Force +16) enlighten (5) [LECG
Trained skills Initiative +9, Perception +9, Use the Force +13
p.54], Force blast (2) [TFU p.86], inspire (3) [JATM p.27], rebuke (2)
Untrained skills Acrobatics +4, Climb +4, Deception +3, Endurance
[Core p.100], slow (3) [KOTOR p.52], vital transfer [Core p.100]
+2, Gather Information +3, Jump +4, Knowledge (bureaucracy) +2,
Force Techniques Improved Enlighten [LECG p.56]
Knowledge (galactic lore) +2, Knowledge (life sciences) +2,
Abilities Str 10, Dex 10, Con 10, Int 13, Wis 17, Cha 15
Knowledge (physical sciences) +2, Knowledge (social sciences) +2,
Talents At Peace [CWCG p.53], Mystical Link [TUR p.30], Surge of
Knowledge (tactics) +2, Knowledge (technology) +2, Mechanics +2,
Light (2) [CWCG p.53]
Persuasion +3, Pilot +4, Ride +4, Stealth +4, Survival +4, Swim +4,
Feats Force Sensitivity [Core p.85], Force Training (4) [Core p.85],
Treat Injury +4, Use Computer +2
Skill Focus (Use the Force) [Core p.88], Skill Training* (Initiative,
Possessions san-ni staff
Knowledge [life sciences], Ride, Survival) [Core p.88], Weapon
House rule Jedi starting feat swap: Weapon Proficiency (advanced
Proficiency (simple weapons) [Core p.89]
melee) insetad of (lightsabers)
Skills Initiative +9, Knowledge (galactic lore) +10, Knowledge (life
sciences) +10, Perception +12, Ride +9, Survival +12, Use the Force
Frenzied River Clan Warrior Tactics:
+16
Before combat:
Possessions quarterstaff
-As a full-round action, you can Sense Force to actively sense only
*House rule multiclass grants Skill Training instead of starting class
Force-users with a Dark Side Score of 1 or higher out to a range of
feat
100 kilometers. If you succeed on a DC 15 Use the Force check, you
know how many Force-users are within range, their approximate
32
Frenzied River Clan Mystic Tactics: Frenzied River Clan Shaman Tactics:
Round 1: Before combat:
-no action: At Peace, spend a Force Point to gain a +2 Force bonus -As a full-round action, you can Sense Force to actively sense only
to all defenses until the end of the encounter or until you attack Force-users with a Dark Side Score of 1 or higher out to a range of
-swift: Enlighten on a Frenzied River Warrior 100 kilometers. If you succeed on a DC 15 Use the Force check, you
-swift: Inspire on a Frenzied River Warrior know how many Force-users are within range, their approximate
-standard: Slow on an opponent distance and direction from you, and whether you've met them before
-reactions: Rebuke or Enlighten or not. Another Force-user within range can try to conceal her
presence from you by making an opposed Use the Force check. If
Round 2: she equals or exceeds your Use the Force check, you don't sense
-swift: Enlighten on a Frenzied River Warrior her presence at all. This will enable you to activate talents like
-swift: Inspire on a Frenzied River Warrior; spend a FP to grant 2d6 Attuned and Focused Attack, which require you to know that your
bonus hp target has a DSS of 1+.
-standard: Slow or Force Blast* or Vital Transfer or Mystical Link (DC
30 UtF to regain spent power or gain temporary FP) OR Round 1:
-swift: Surge of Light, 2/enc, regain a spent [light side] power -swift: Manifest Guardian Spirit, spend a FP, your guardian spirit
(enlighten, inspire, vital transfer) appears in any square within 6 squares of you, you gain +1 attack,
-reactions: same as above +2 UtF, and +2 Will when it’s within 12sq. Any enemy within 3sq of it
*note, once you use Force Blast, the defense bonuses from At Peace takes -2 to Will and attack rolls against you. You can move the
end. guardian spirit up to 6sq as a swift action once per turn.
-standard: activate Force light, Force stun, Force whirlwind, plant
Frenzied River Clan Shaman (Dathomiri Witch) CL 15 surge, or vital transfer**
Medium Human noble 7/Force adept 6/Force disciple 2 -free: Vital Encouragement, 2/enc, your guardian spirit grants you 17
Destiny 2; Force 7, Guardian Spirit bonus hp
Init +12; Senses Perception +16 -reactions: Obscure* (impose -5 attack penalty on target) or Rebuke*
Languages Basic, Felucianese, Ithorese, Kel Dor, Paecian, Zabrak -no action: Crucial Advice, 2/enc you can reroll a failed UtF check
Defenses Ref 29 (flat-footed 29), Fort 28, Will 35 with a +2 bonus; applies to Force stun, Obscure, and Rebuke.
Defenses with Guardian Spirit Will 37
hp 75; second wind +18/37; Threshold 28 *You can spend a FP to regain all spent uses of Obscure. This does
Immune mind-affecting effects not count towards the 1 FP per round limit.
Speed 6 squares **You can spend a DP to fully heal a target with vital transfer within
Melee quarterstaff +9 (1d6+6) or 6sq of all damage and remove all of the target's debilitating
Melee unarmed +9 (1d4+6) conditions.
Ranged by weapon +10
Base Atk +10; Grp +10 Round 2:
Special Actions Crucial Advice [JATM p.17], Elder’s Knowledge -move: maintain Force Whirlwind if you activated previous round
[TUR p.24], Force Talisman, Manifest Guardian Spirit [JATM p.17] -standard: maintain Improved Force Light if you activated previous
Force Powers Known (Use The Force +20, +22 with Guardian round
Spirit) farseeing [Core p.96], Force light (3) [JATM p.25], Force stun -swift: spend a FP to activate Force stun, Force whirlwind, plant
(2) [Core p.98], Force whirlwind (2) [KOTOR p.51], obscure (4) surge, or vital transfer
[LECG p.54], plant surge (2) [JATM p.28], rebuke (2) [Core p.100], -free: Vital Encouragement (if necessary)
sever Force (2) [Core p.100], vital transfer (2) [Core p.100] -reactions: same as above
Force Techniques Advanced Vital Transfer [CWCG p.54], Improved
Force Light [JATM p.37], Improved Vital Transfer [KOTOR p.54]
Force Secrets Quicken Power [Core p.103]
Abilities Str 9, Dex 10, Con 10, Int 14, Wis 18, Cha 17
Special Qualities prophet
Talents Crucial Advice [JATM p.17], Distracting Apparition [JATM
p.17], Focused Force Talisman (Obscure) [CWCG p.40], Force
Talisman [Core p.214], Greater Focused Force Talisman [CWCG
p.40], Guardian Spirit [JATM p.16], Manifest Guardian Spirit [JATM
p.17], Vital Encouragement [JATM p.17]
Feats Elder’s Knowledge [TUR p.24], Force Sensitivity [Core p.85],
Force Training (4) [Core p.85], Linguist [Core p.86], Recurring
Success (Crucial Advice, Vital Encouragement) [GOI p.28], Skill
Focus (Knowledge [galactic lore], Use the Force) [Core p.88],
Weapon Proficiency (pistols, simple weapons) [Core p.89]
Skills Initiative +12, Knowledge (galactic lore) +19, Knowledge (life
sciences) +14, Knowledge (physical sciences) +14, Perception +16,
Persuasion +15, Ride +12, Treat Injury +16, Use the Force +20
Possessions Force talisman (+1 Ref), quarterstaff
33
Raining Leaves Clan Hunter (light-side) CL 4 Singing Mountain Sentry CL 7
Medium Human Female Scout 4 Medium Female Human nonheroic 3/soldier 3/scout 1/Force adept 2
Initiative +8; Perception +8 Force 3
Defenses Ref 17, Fort 16, Will 15 Init +10; Senses Perception +12
HP 41 (Threshold 16) Languages Basic, Paecian
Speed 6 squares Defenses Ref 19 (flat-footed 18), Fort 18, Will 23
Melee Spear +5 (1d8 +6) hp 37; second wind +11/18; Threshold 18
Ranged Spear +4 (1d8+2) Speed 6 squares
Base Attack +3; Grp +5 Melee spear +10 (2d8+6) or
Force Powers Battle Strike, Force Grip Melee spear +10 (2d8+9) with both hands or
Abilities Str 14 Dex 13 Con 13 Int 9, Wis 12 Cha 14 Melee spear +8 (3d8+9) with Rapid Strike or
Talents Hidden Movement, Charm Beast Melee unarmed +10 (1d4+6) or
Feats Force Sensitivity, Force Training, Skill Focus (Use the Melee unarmed +8 (2d4+6) with Rapid Strike
Force), Shake it off, Mighty Swing, Dodge Ranged spear +10 (2d8+6)
Trained Skills Endurance +8, Initiative +8, Perception +8, Ride +8, Base Atk +6; Grp +9
Use the Force +14 Atk Options Mighty Throw [TFU p.33], Rapid Strike [Core p.88]
Possessions Nightsister robes Special Actions Adept Spellcaster [Core p.107], Empower Weapon
[Core p.214]
Raining Leaves Clan Hunter (light-side) CL 8 Force Powers Known (Use The Force +13) battle strike (2) [Core
Medium Human Female Scout 4/ Jedi 4 p.96], Force stun (3) [Core p.98], plant surge (2) [JATM p.28], rebuke
Initiative +11; Perception +10 [Core p.100]
Defenses Ref 22, Fort 20, Will 20 Force Techniques Improved Plant Surge [JATM p.37]
HP 67 (Threshold 20), see Damage Reduction 10 Abilities Str 16, Dex 13, Con 11, Int 12, Wis 17, Cha 9
Speed 6 squares Talents Adept Spellcaster [Core p.107], Charm Beast [Core p.107],
Melee Spear +9 (1d8+8) Command Beast [Core p.107], Empower Weapon [Core p.214]
Lightsaber +9 (2d8+8) Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
Ranged Spear +9 (1d8+4) p.85], Force Training (2) [Core p.85], Mighty Throw [TFU p.33], Rapid
Base Attack +7; Grp +9 Strike [Core p.88], Skill Focus (Use the Force) [Core p.88], Skill
Force Powers Battle Strike, Force Grip Training (Perception, Ride) [Core p.88], Weapon Focus (simple
Abilities Str 14 Dex 14 Con 13 Int 10 Wis 12 Cha 14 weapons) [Core p.89], Weapon Proficiency (simple weapons) [Core
Talents Hidden Movement, Charm Beast, Damage Reduction 10, p.89]
Force Recovery Trained Skills Initiative +10, Perception +12, Ride +10, Survival +12,
Feats Force Sensitivity, Force Training, Skill Focus (Use the Force), Use the Force +13 (may reroll as a full-round action but must keep
Shake it off, Mighty Swing, Dodge, Weapon Profi ciency (lightsaber), the result of the reroll even if worse)
Power Attack, Mobility, Cleave Untrained Skills Acrobatics +5, Climb +7, Deception +3, Endurance
Trained Skills Endurance +10, Initiative +11, Perception +10, Ride +4, Gather Information +3, Jump +7, Knowledge +5, Mechanics +5,
+10, Use the Force +16, Survival +12 Persuasion +3 (may Use the Force +13 to change the attitude of a
beast instead), Pilot +5, Stealth +5, Swim +7, Treat Injury +7, Use
Raining Leaves Clan Hunter (light-side) CL 12 Computer +5
Medium Human Female Scout 4/ Jedi 5/ Force Adept 3 Possessions ceremonial garb, 3 spears
Initiative +13; Perception +12
Defenses Ref 26, Fort 26, Will 27 Plant Surge Tactics:
HP 99 (Threshold 26) Round 1:
Speed 6 squares -standard (or full-round with Adept Spellcaster): Improved Plant
Melee Spear +12 (1d8+10) Surge, and maintain as swift action
Lightsaber +12 (2d8+10) -reactions: rebuke
Ranged Spear +9 (1d8+4)
Base Attack +10; Grp +12 Round 2:
Force Powers Battle Strike x2, Force Grip, Rebuke -swift: maintain Plant Surge
Force Technique Force Point Recovery -standard: Force Stun, or attack with spear (with Battle Strike as
Abilities Str 15 Dex 14 Con 14 Int 10 Wis 12 Cha 14 swift)
Talents Hidden Movement, Charm Beast, Damage Reduction 10,
Force Recovery, Equilibrium, Command Beast, Empower Weapon Force Stun Tactics:
Feats: Force Sensitivity, Force Training x2, Skill Focus (Use the Round 1:
Force), Shake it off, Mighty Swing, Dodge, Weapon Profi ciency -move: move into range if necessary
(lightsaber), Power Attack, Mobility, Cleave, Force Boon -standard (or full-round with Adept Spellcaster): Force Stun
Trained Skills Endurance +12, Initiative +13, Perception +12, Ride -reactions: rebuke
+12, Use the Force +18, Survival +12
Possessions Nightsister robes Round 2:
-standard: Force Stun, or attack with spear (with Battle Strike as
swift)
34
Gwynanya Djo, Dathomiri Witch Chieftain CL 9
Medium Female Human nonheroic 6/noble 1/scout 1/soldier 1/Force
adept 3/Force disciple 1
Force 8
Init +11; Senses Perception +14
Languages Basic, Huttese, Ithorese, Paecian, Phindian, Talz,
Whiphid, Zabrak
Defenses Ref 25 (flat-footed 22), Fort 22, Will 27
hp 59; second wind +14/29; Threshold 22
Immune mind-affecting effects
Speed 6 squares
Melee quarterstaff +7 (2d6+3) or
Melee unarmed +7 (1d4+3)
Ranged by weapon +7
Base Atk +7; Grp +7
Special Actions Adept Spellcaster [Core p.107], Empower Weapon
[Core p.214], Force Talisman
Force Powers Known (Use The Force +18) battle strike (2) [Core
p.96], farseeing [Core p.96], Force stun (3) (may spend a Force point
to reroll and keep better result) [Core p.98], malacia (2) [CWCG
p.51], plant surge (2) [JATM p.28], rebuke (2) [Core p.100]
Force Techniques Improved Force Stun [KOTOR p.54]
Abilities Str 10, Dex 11, Con 12, Int 16, Wis 16, Cha 15
Special Qualities prophet
Talents Adept Spellcaster [Core p.107], Charm Beast [Core p.107],
Command Beast [Core p.107], Empower Weapon [Core p.214],
Force Power Adept (Force stun) [Core p.214], Force Talisman [Core
p.214]
Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
p.85], Force Training (3) [Core p.85], Improved Defenses [Core p.85],
Linguist [Core p.86], Predictive Defense [GAW p.25], Skill Focus
(Use the Force) [Core p.88], Skill Training (Initiative, Survival) [Core
p.88], Weapon Proficiency (simple weapons) [Core p.89]
Trained Skills Initiative +11, Knowledge (galactic lore) +14,
Perception +14, Persuasion +13 (may Use the Force +18 to change
the attitude of a beast instead), Ride +11, Survival +14, Use the
Force +18 (may reroll as a full-round action but must keep the result
of the reroll even if worse)
Untrained Skills Acrobatics +6, Climb +6, Deception +8, Endurance
+7, Gather Information +8, Jump +6, Knowledge +9, Mechanics +9,
Pilot +6, Stealth +6, Swim +6, Treat Injury +9, Use Computer +9
Possessions cheiftain’s garb, force talisman (+1 Ref), quarterstaff

Tactics:
-move into range if necessary
-standard: Improved Force Stun (use FP to reroll, or use Adept
Spellcaster as full-round action). Plant Surge or Malacia are also
options.
-reactions: rebuke

" The Singing Mountain clan is in constant conflict with the Nightsisters, another
clan of Force-users here on Dathomir. "

― Gwynanya Djo, daughter of Clan Mother Augwynne Djo of the Singing


Mountain Clan

35
36
Nightsister Clan Mother CL 15
Medium Human noble 3/Jedi 3/scout 1/Force adept 5/Force disciple
3
Destiny 3; Force 9, Strong in the Force; Dark Side 16
Init +13; Senses Perception +15
Languages Basic, Paecian, Sith, Zabrak
Defenses Ref 29 (flat-footed 28), Fort 28, Will 34
hp 82; second wind +20/41; Threshold 28; Dark Preservation
Immune mind-affecting effects
Speed 6 squares
Melee war sword +11 (1d8+8) or
Melee war sword +11 (1d8+9) with both hands or
Melee unarmed +11 (1d4+8)
Ranged Energy Bow +11 (3d8+7)
Base Atk +10; Grp +11
Atk Options Channel Aggression [Core p.213]
Special Actions Channel Anger [Core p.213], Dark Side Savant
1/encounter, Illusion [KOTOR p.52/TFU p.87/JATM p.14], Power of
the Dark Side [Core p.101], Swift Power [Core p.101]
Force Powers Known (Use The Force +20) farseeing [Core p.96],
fear (4) [KOTOR p.24], Force scream (2) [KOTOR p.50], Force storm
(2) [TFU p.86], hatred [JATM p.26], lightning burst (3) [LECG p.54],
mind trick [Core p.98], rebuke (2) [Core p.100]
Force Techniques Improved Force Storm (TFU) [TFU p.88],
Improved Lightning Burst [LECG p.56]
Force Secrets Debilitating Power [TFU p.89], Enlarged Power [TFU
p.89]
Abilities Str 12, Dex 12, Con 10, Int 13, Wis 16, Cha 16 Force power attack:
Special Qualities build lightsaber, prophet Round 1
Talents Channel Aggression [Core p.213], Channel Anger [Core -move adjacent to one or more opponents
p.213], Dark Preservation [LECG p.55], Dark Side Savant [JATM -swift: Swift Power + Hatred*, damage all targets within 6sq. You can
p.16], Embrace the Dark Side [Core p.213], Illusion [KOTOR spend a FP to Enlarge the power to 12sq
p.52/TFU p.87/JATM p.14], Masquerade [JATM p.15], Power of the -standard: Lightning Burst* (UtF vs. Ref of all adjacent); use FP to
Dark Side [Core p.101], Swift Power [Core p.101], Wrath of the Dark use Debilitating Power and move target additional -1 CT
Side [TFU p.88] -reactions: Rebuke and Dark Preservation (requires a FP to avoid
Feats Force Boon [Core p.85], Force Sensitivity [Core p.85], Force moving down the CT)
Training (4) [Core p.85], Linguist [Core p.86], Pall of the Dark Side *you can reroll UtF checks for [dark side] powers, but must keep
[CWCG p.31], Skill Focus (Use the Force) [Core p.88], Strong in the reroll
Force [Core p.88], Weapon Proficiency (lightsabers, pistols, rifles,
simple weapons) [Core p.89] Round 2
Trained Skills Deception +15 (may Use the Force +20 using Illusion -swift: maintain Hatred*
to create a deceptive appearance instead), Initiative +13, Knowledge -swift: Fear*
(galactic lore) +13, Knowledge (life sciences) +13, Perception +15, -standard: maintain Lightning Burst* or use Force storm* or Force
Persuasion +15, Ride +13, Use the Force +20 (may reroll to activate scream*. If you use Force scream, you can spend a FP to Enlarge
dark side powers but must keep the result of the reroll even if worse; the power to all creatures within 24sq instead of 12sq OR spend the
+28 to resist detection by Sense Force) FP to impose a -10 penalty on targets’ DT instead of -5.
Untrained Skills Acrobatics +8, Climb +8, Endurance +7, Gather -reactions: same as above
Information +10, Jump +8, Knowledge (bureaucracy) +8, Knowledge
(physical sciences) +8, Knowledge (social sciences) +8, Knowledge
The Nightsister Clan Mother is master of illusions and mystical dark
(tactics) +8, Knowledge (technology) +8, Mechanics +8, Pilot +8,
side powers. She has area attacks that damage creatures around
Stealth +8, Survival +10, Swim +8, Treat Injury +10, Use Computer
her, so it may be a good idea to place her minions further away from
+8
her so that they can avoid getting hit. She can use illusions to
Possessions Energy Bow (treat as heavy blaster pistol with no stun
disguise her appearance and she is adept at avoiding detection
setting), Sith Alchemical war sword
through the Force.

37
Asajj Ventress – Jedi Padawan Training (Stealth & Knowledge [tactics]), Weapon Finesse, Weapon
Dathomiri (human) female Jedi 5 Proficiency (lightsabers, pistols, rifles, simple weapons)
CL 5 Skills: Acrobatics +13, Knowledge [tactics], Initiative +13, Pilot +13,
Destiny: 1; Force: 3; Dark Side: 5 Stealth +13(may reroll, must keep second result), Use the Force +12
Init +10; Senses: Perception +2 Possessions: Lightsaber (Self-Built) & Ky Narec’s Lightsaber, Black
Languages: Basic, Rattataki cloak, Black Jumpsuit,
Defences: Reflex 19 (flat-footed 16), Fortitude 17, Will 16. Block,
Deflect. -At this point Ventress has become the undisputed warlord of
hp 57, Threshold 17 Rattatak after systematically hunting all 12 of the previous ones and
Speed: 6 squares (walking) fully embracing the dark side. Honing her skills in both subterfuge
Melee: +9 (lightsaber, 2d8+2) and warfare, Asajj is now ready to present herself before Dooku and
Melee: +7 (lightsaber, 3d8+2) with Rapid Strike prove her worth as his commander in the Clone Wars. Since her
Ranged: +8 by weapon Master's death she has learnt the Jar'kai style of lightsaber combat,
Base attack: +5; Grapple: +5 wielding both Ky Narec's and her own blade.
Attack options: Rapid Strike,
Special actions: Build lightsaber, Charm Beast,
Force powers known: (Use the Force +8), Force Slam, Mind Trick, Asajj Ventress – Dark Acolyte, Separist Leader
Move Object, Surge Dathomiri (human) female Jedi 5/Scout 3/Soldier 2/Officer 2/Force
Abilities: Str 11, Dex 16, Con 13, Int 12, Wis 13, Cha 13. Adept 2
Talents: Block, Charm Beast, Deflect CL 14
Feats:Force Sensitivity, Force Training (2), Rapid Strike, Running Destiny: 2; Force: 7; Dark Side: 14
Attack, Weapon Finesse, Weapon Proficiency (lightsabers, simple Init +15; Senses: Perception +8
weapons) Languages: Basic, Rattataki
Skills: Acrobatics +10, Initiative +10, Pilot +10, Use the Force +8 Defences: Reflex 29 (flat-footed 25), Fortitude 27, Will 30. Block,
Possessions: Lightsaber (Self-Built), Jedi Robes Deflect.
hp 99, Threshold 27
-This Ventress is just prior to the death of her original Jedi mentor, Ky Speed: 6 squares (walking)
Narec. Melee: +15 (lightsaber, 2d8+8)
Melee: +13 (lightsaber, 3d8+8) with Rapid Strike
Melee: +15/+15 (2 lightsabers, 2d8+8) with Dual Weapon Mastery III
Asajj Ventress – Dark Jedi Warlord Melee: +13/+13 (2 lightsabers, 3d8+8) with Dual Weapon Mastery III
Dathomiri (human) female Jedi 5/Scout 3/Soldier 2 and Rapid Strike
CL 10 Ranged: +14 by weapon
Destiny: 1; Force: 5; Dark Side: 12 Base attack: +12; Grapple: +13
Init +13; Senses: Perception +6 Attack options: Rapid Strike, Chanel Aggression
Languages: Basic, Rattataki Special actions: Battle Analysis, Build lightsaber, Swift Power
Defences: Reflex 25 (flat-footed 22), Fortitude 23, Will 22. Block, Force powers known: (Use the Force +14), Force Grip, Force Slam,
Deflect. Mind Trick, Move Object, Surge, Twin Strike (JT)
hp 81, Threshold 23 Force Techniques: Force Point Recovery
Speed: 6 squares (walking) Abilities: Str 12, Dex 17, Con 13, Int 12, Wis 14, Cha 14.
Melee: +13 (lightsaber, 2d8+5 Special Qualities: Command Cover +1, Share Talent, Power of the
Melee: +11 (lightsaber, 3d8+5) with Rapid Strike Dark Side
Melee: +11/+10 (2 lightsabers, 2d8+5) with Dual Weapon Mastery II Talents: Battle Analysis, Channel Aggression, Block, Charm Beast,
Melee: +9/+8 (2 lightsabers, 3d8+5) with Dual Weapon Mastery II Deflect, Improved Stealth, Power of the Dark Side, Swift Power
and Rapid Strike Feats: Dual Weapon Mastery I, Dual Weapon Mastery II, Dual
Ranged: +12 by weapon Weapon Mastery III, Force Sensitivity, Force Training (2), Rapid
Base attack: +9; Grapple: +9 Strike, Running Attack, Skill Training (Stealth & Knowledge [tactics]),
Attack options: Acrobatic Strike, Rapid Strike, Weapon Finesse, Weapon Proficiency (lightsabers, pistols, rifles,
Special actions: Build lightsaber, simple weapons)
Force powers known: (Use the Force +12), Force Slam, Mind Trick, Skills: Acrobatics +15, Initiative +15, Pilot +15, Knowledge [tactics]
Move Object, Surge +13 Stealth +15(may reroll, must keep second result), Use the Force
Abilities: Str 11, Dex 17, Con 13, Int 12, Wis 13, Cha 14. +14
Talents: Battle Analysis, Block, Charm Beast, Deflect, Improved Possessions: 2 Dueling lightsabers (Interlocking Hilt Modification)
Stealth, Power of the Dark Side [JT], black cloak, black jumpsuit, Ginivex-Class starfighter [SotG],
Feats: Dual Weapon Mastery I, Dual Weapon Mastery II, Force Comlink (encrypted, holo capability)
Sensitivity, Force Training (2), Rapid Strike, Running Attack, Skill

38
Beastwarden

GM note: To convert the below Beastwarden statblock to a


Nightsister, simply add Darkside score of 14 and the Sith language.

Beastwarden CL 15
Medium near-Human (Dathomiri) Female scout 5/Jedi 1/noble
1/soldier 1/Force adept 7
Force 5
Init +14; Senses heightened awareness, Improved Sense
Surroundings; Perception +14
Languages Basic, Paecian, Sith (Nightsisters only), Zabrak, 4
unassigned
Defenses Ref 29 (flat-footed 27), Fort 27, Will 31; Mounted Defense
[TOTG p.127]
hp 88; second wind +22/44; Threshold 27
Speed 6 squares
Melee quarterstaff +10 (1d6+7) or
Melee quarterstaff +14 (1d6+14) with Powerful Charge or
Beastwardens are elite Dathomiri Witch trackers and masters of Melee unarmed +10 (1d4+7) or
mounted combat. They are able to track and charm virtually any Ranged by weapon +12
beast, to which they form a powerful bond. Usually, these beasts are Base Atk +10; Grp +12
Rancors. Atk Options Momentum Strike [TOTG p.127], Powerful Charge
[Core p.87], Trample [TUR p.28]
Beastwarden CL 7 Special Actions Bonded Mount [JATM p.18], Entreat Beast [JATM
Medium Female Human nonheroic 3/soldier 3/scout 1/Force adept 2 p.18], Mounted Combat [TUR p.27], Terrain Guidance [TUR p.23],
Force 3; Dark Side 5 Wild Sense [JATM p.18]
Init +10; Senses Perception +12 Force Powers Known (Use The Force +19) Force stun [Core p.98],
Languages Basic, Zabrak Force track [JATM p.26], mind trick [Core p.98]
Defenses Ref 19 (flat-footed 18), Fort 18, Will 23 Force Techniques Improved Force Stun [KOTOR p.54], Improved
hp 37; second wind +11/18; Threshold 18 Mind Trick [TFU p.89], Improved Sense Surroundings [Core p.103]
Speed 6 squares Abilities Str 10, Dex 14, Con 10, Int 16, Wis 14, Cha 15
Melee spear +10 (2d8+6) or Special Qualities build lightsaber, Soothing Presence [JATM p.18]
Melee spear +10 (2d8+9) with both hands or Talents Battle Mount [TUR p.22], Beast Trick [KOTOR p.53], Bonded
Melee spear +8 (3d8+9) with Rapid Strike or Mount [JATM p.18], Charm Beast [Core p.107], Command Beast
Melee unarmed +10 (1d4+6) or [Core p.107], Entreat Beast [JATM p.18], Expert Rider [TUR p.23],
Melee unarmed +8 (2d4+6) with Rapid Strike Soothing Presence [JATM p.18], Terrain Guidance [TUR p.23], Wild
Ranged spear +10 (2d8+6) Sense [JATM p.18]
Base Atk +6; Grp +9 Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
Atk Options Mighty Throw [TFU p.33], Rapid Strike [Core p.88] p.85], Force Training [Core p.85], Linguist [Core p.86], Momentum
Special Actions Adept Spellcaster [Core p.107], Empower Weapon Strike [TOTG p.127], Mounted Combat [TUR p.27], Mounted
[Core p.214] Defense [TOTG p.127], Powerful Charge [Core p.87], Skill Focus
Force Powers Known (Use The Force +13) battle strike (2) [Core (Ride, Use the Force) [Core p.88], Trample [TUR p.28], Weapon
p.96], Force stun (3) [Core p.98], plant surge (2) [JATM p.28], rebuke Proficiency (lightsabers, pistols, rifles, simple weapons) [Core p.89]
[Core p.100] Trained skills Initiative +14, Knowledge (life sciences) +15,
Force Techniques Improved Plant Surge [JATM p.37] Perception +14 (may reroll but must keep the result of the reroll even
Abilities Str 16, Dex 13, Con 11, Int 12, Wis 17, Cha 9 if worse), Persuasion +9 (may Use the Force +19 to change the
Talents Adept Spellcaster [Core p.107], Charm Beast [Core p.107], attitude of a beast instead), Ride +19 (may reroll but must keep the
Command Beast [Core p.107], Empower Weapon [Core p.214] result of the reroll even if worse), Stealth +14, Survival +14, Treat
Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core Injury +14, Use the Force +19
p.85], Force Training (2) [Core p.85], Mighty Throw [TFU p.33], Rapid Untrained skills Acrobatics +9, Climb +7, Deception +9, Endurance
Strike [Core p.88], Skill Focus (Use the Force) [Core p.88], Skill +7, Gather Information +9, Jump +7, Knowledge (bureaucracy) +10,
Training (Perception, Ride) [Core p.88], Weapon Focus (simple Knowledge (galactic lore) +10, Knowledge (physical sciences) +10,
weapons) [Core p.89], Weapon Proficiency (simple weapons) [Core Knowledge (social sciences) +10, Knowledge (tactics) +10,
p.89] Knowledge (technology) +10, Mechanics +10, Pilot +9, Swim +7, Use
Trained Skills Initiative +10, Perception +12, Ride +10, Survival +12, Computer +10
Use the Force +13 (may reroll as a full-round action but must keep Possessions quarterstaff
the result of the reroll even if worse)
Possessions Nightsister garb with Beastwarden rank markings, 3
spears
39
Beastwarden Tactics without a mount: Charal, Witch-Queen of Endor CL 9
Before combat: Middle-Aged, Female Nightsister (Noble 7, Force Adept 1)
-no action: Whenever you encounter a beast with an unfriendly Force Points 34 Dark Side 16
attitude toward you, you automatically shift its attitude to indifferent Init +8; Senses Perception +12, Farseeing
(no skill check required). Languages Basic, Bocce, Sanyassin, High Galactic, Ewokese,
-swift: make a UtF check to touch the mind of a beast within 12sq Yuzzum
with an indifferent or better attitude toward you. When you do so, the Defenses Ref 20 (flat-footed 20), Fort 20, Will 28, Force Talisman
beast makes an immediate active Perception check, and you are (increases Will defense by +1), Rebuke x2
considered to perceive everything that the beast does, including hp 44; Threshold 20
noticing targets, as though you had made the check. Speed 6 squares
Melee unarmed +4 (1d4+4)
Round 1: Ranged blaster pistol +4 (3d6+4)
-standard: Beast Trick, use Mind Trick to cause a beast to attack Base Atk +5; Grap +4
OR Atk Options Force Stun, Adept Spellcaster
-full-round: Beast Trick, use Mind Trick to cause all beasts in a 6sq- Abilities Str 8, Dex 8, Con 11, Int 14, Wis 16, Cha 18
cone to attack Talents Presence, Adept Spellcaster, Dark Presense, Flight, Force
OR Talisman (increases Will defense by +1)
-standard: Improved Force Stun, your successful Force stun also Feats Force Sensitive, Linguist, Weapon Proficiency (pistols, simple
temporarily immobilizes the target for one round weapons), Force Boon, Force Training (x2), Skill Foci (Use the
-reaction: spend a FP to regain spent power, such as Mind Trick or Force, Persuasion & Deception)
Force Stun Force Powers Farseeing, Force Stun, Mind Trick (x3), Negate
Energy, Rebuke (x2)
Tactics while riding a mount: Skills Deception +18, Gather Information +13, Initiative + 8,
Round 1: Knowledge (galactic lore) +11, Perception +12, Persuasion +18, Ride
-no action: Bonded Mount, your mount uses your Reflex Defense and (H) +13, Treat Injury +12, Use the Force +18
Will Defense instead of its own. Additionally, if your mount has any Possessions Force Talisman ring: aside from granting Charal a +1
special senses (such as scent, darkvision, or low-light vision) that to Will Defense, per her Force Talisman Talent, Charal's ring is
you do not possess, you gain the benefits of its special senses imbued with the ability to allow her to shapeshift into a raven once
-move: move into position per day. Charal gains the bonuses, penalties, unarmed damage,
-swift: Mounted Combat, if necessary, make DC 20 Ride check STR score and carrying capacity of the raven (a small creature)
increase mount’s speed by 2sq; if the check fails, your mount’s when in that form. Charal may remain shapeshifted indefinitely,
speed does not increase and it moves -1 step on the condition track. provided the ring is intact and on her finger, but reverts to her original
-standard: Powerful Charge + Momentum Strike, gain +4 attack (and form if killed. If the ring is destroyed or taken from her finger, she is
-2 Ref) and deal additional +1/2 damage. Add a +1 die of damage to trapped in raven form until she reacquires the ring (if it is not
any melee attacks if your mount has already moved at least its speed destroyed) or dies. Charal does not gain the mental traits, ability
this turn. bonuses, mental powers, feats, skills or psychological limitations of a
-free: Trample: while charging, make a single melee attack and raven when in that form. Her flight in raven form is limited by all the
compare the result to the Ref of each enemy whose square you terms and conditions of her Flight talent.
charge through. Each enemy hit by the attack takes claw, gore, or
slam damage from the mount’s natural weapons plus the mount’s
Strength modifier
-reaction: Mounted Combat, once per round negate a weapon hit
against either you or the mount by making a successful Ride check
vs. attack roll
-no action: Mounted Defense, once per encounter, redirect any
attack against you at your mount

Round 2:
-swift: Swift Attack Mount, once per encounter, the mount you are
riding can make an attack as a swift action instead of as a standard
action.
-standard: attack
-reactions: same as above

The Nightsister Charal in Magical Disguise

40
Maleling Lizard Keeper Maleling Nightbrother

The burly Lizard


Keepers are slaves
of the Nightsister
Zalem. They are
assigned to cut off
the paws of the
native lizards, the
Kwi, degenerated
descendants of the
ancient Kwa, to
gain entrance to
the Infinity Gate. The Nightbrothers are a tribal group of Dathomirian men subservient
Not every maleling to the Nightsisters. The Nightbrothers spend most of their lives
slave can hope to training in their village, learning to fight with axes, daggers, and
earn a promotion to spears, or even their bare hands. They often have some latent
this dangerous Force-sensitivity, which sometimes can be developed if the potential
station. is there.

Maleling Lizard Keeper CL 3 Every so often, the Nightsister Queen or Mother hand picks a
Medium Dathomiri (near-Human) nonheroic 9 Nightbrother with exceptional skill. This skill is refined into a deadly
Init +10; Senses Perception +9 warrior with the traditional double-bladed Zabrak ceremonial weapon:
Languages Zabrak, Basic the Zhaboka. These warriors, when finally trained, serve as guards
Defenses Ref 16 (flat-footed 15), Fort 10, Will 10 for the Queen or Mother. It is rumored that Darth Maul trained with
hp 22; Threshold 10 the Zhaboka, which enabled him to be a master of the double-bladed
Speed 6 squares lightsaber.
Melee Unarmed +7 (1d6+1)
Melee Force Pike +8 (1d8+1) Maleling Nightbrother CL 1
Melee (2 Swift Actions + 1 Standard) Force Pike +8 (2d8+1) with Medium Zabrak Male nonheroic 3
Mighty Swing Dark Side 5
Ranged as weapon +7 Init +6; Senses heightened awareness; Perception +6
Base Atk +6; Grp +7 Languages Basic, Zabrak
Abilities Str 13, Dex 12, Con 10, Int 10, Wis 10, Cha 10 Defenses Ref 11 (flat-footed 11), Fort 11, Will 11
Feats Armor Proficiency (light), Weapon Focus (advanced melee hp 7; Threshold 11
weapons), Martial Arts I, Mighty Swing, Weapon Proficiency (pistols, Speed 6 squares
rifles, simple weapons, advanced melee weapons) Melee axe or spear +4 (1d8+1) or
Primary Skills Initiative +10, Perception +9 Melee axe or spear +4 (1d8+2) with both hands or
Secondary Skills Acrobatics +5, Climb +5, Deception +4, Melee knife +4 (1d4+1) or
Endurance +4, Gather Information +4, Jump +5, Knowledge +4, Melee unarmed +4 (1d4+1)
Mechanics +4, Persuasion +4, Pilot +5, Ride +5, Stealth +5, Survival Ranged thrown axe or spear +2 (1d8+1)
+4, Swim +5, Treat Injury +4, Base Atk +2; Grp +3
Possessions Force Pike, combat jumpsuit (+4 Ref), unarmed +7 Abilities Str 12, Dex 11, Con 11, Int 8, Wis 11, Cha 10
(1d4+1)*ignore -5 penalty for shooting into melee Feats Force Sensitivity, Skill Training (Endurance, Perception),
NOTE: All attack entries include Point Blank Shot, that is, +1 attack Weapon Focus (simple weapons), Weapon Proficiency (simple
and +1 damage within 20 squares weapons)
Trained skills Endurance +6, Initiative +6, Perception +6 (may reroll
but must keep the result of the reroll even if worse)
Untrained skills Acrobatics +1, Climb +2, Deception +1, Gather
Information +1, Jump +2, Knowledge (bureaucracy) +0, Knowledge
" Instead, I will make you and your (galactic lore) +0, Knowledge (life sciences) +0, Knowledge (physical
fellow slave Lizard Keepers. It's sciences) +0, Knowledge (social sciences) +0, Knowledge (tactics)
dangerous work — the Kwi object to their +0, Knowledge (technology) +0, Mechanics +0, Persuasion +1, Pilot
+1, Ride +1, Stealth +1, Survival +1, Swim +2, Treat Injury +1, Use
limbs being severed. " Computer +0, Use the Force +1
Possessions axe or spear, knife
―Zalem to Quinlan Vos

41
Maleling Nightbrother, Elite CL 7 Tactics:
Medium Zabrak soldier 7 -move: move into melee range or
Force 3; Dark Side 10 -standard: charge or attack or spend a FP to attack with 2 attacks
Init +11; Senses heightened awareness; Perception +8 -no action: 1/enc, if an enemy attacks you using a non-Force-related
Languages Basic, Zabrak talent, you can use the same talent against it on your next turn. You
Defenses Ref 22 (flat-footed 19), Fort 21, Will 18; Warrior’s must use an appropriate weapon or item, if required by the talent,
Determination [TUR p.23] although you do not have to have the prerequisites. You can take this
hp 70; second wind +17/35 and move + 1 CT and remove one fear action even if your enemy’s attack misses you.
effect or mind-affecting effect; Threshold 21 -reaction: Warrior's Determination, 1/enc, ignore one non Force-
Speed 6 squares related effect, talent, skill, or ability that exceeds your Will Defense. If
Melee zhaboka* +10 (3d6+9) with Rapid Strike or you spend a FP, you can ignore one mind-affecting effect, even if it is
Melee zhaboka** +8/+8 (3d6+6) with Dual Weapon Mastery and the result of a Force power, technique, or secret.
Rapid Strike or
**you may spend a FP to make a full attack as a standard action
instead of full-round
**if you hit a single target with two consecutive melee attacks, any
additional melee attacks you make until the end of your next turn
(including attacks of opportunity and attacks made as reactions) deal
+1 die of damage on a hit.
*1/enc, when you damage a creature that beats damage threshold,
you can make a Disarm Attack (CR page 152) against that target.
Disarm: Make melee attack at –10 (if opponent is holding weapon in
more than 1 hand, attack at –15). If successful, weapon drops in
opponent’s space. If disarm fails, opponent can make an immediate
free attack against you.
*1/enc, increase your damage by 2 for every 5 points by which your
attack roll exceeds your target’s Reflex Defense
Melee unarmed +10 (1d4+6) or
Melee unarmed +8/+8 (1d4+6) with Dual Weapon Mastery or
Melee unarmed +8 (2d4+6) with Rapid Strike or
Melee unarmed +6/+6 (2d4+6) with Dual Weapon Mastery and Rapid
Strike or
Melee fire blade +10 (2d4+6) or
Melee fire blade +8 (3d4+6) with Rapid Strike
Ranged by weapon +10
Base Atk +7; Grp +10
Atk Options Assault [Core p.82], Attack Combo (Melee) [LECG
p.34], Dual Weapon Mastery, Rapid Strike [Core p.88]
Special Actions Champion [TUR p.23], Quick Study [TUR p.23],
Warrior’s Awareness [TUR p.23]
Abilities Str 16, Dex 16, Con 13, Int 10, Wis 10, Cha 8
Talents Champion [TUR p.23], Quick Study [TUR p.23], Warrior’s
Awareness [TUR p.23], Warrior’s Determination [TUR p.23]
Feats Armor Proficiency (light, medium) [Core p.82], Assault [Core
p.82], Attack Combo (Melee) [LECG p.34], Dual Weapon Mastery I
[Core p.84], Dual Weapon Mastery II [Core p.84], Exotic Weapon
Proficiency (zhaboka)* [Core p.84], Force Sensitivity [Core p.85],
Rapid Strike [Core p.88], Weapon Proficiency (simple weapons)
[Core p.89]
Trained skills Initiative +11, Perception +8 (may reroll but must keep
the result of the reroll even if worse), Use the Force +7
Untrained skills Acrobatics +6, Climb +6, Deception +2, Endurance
+4, Gather Information +2, Jump +6, Knowledge (bureaucracy) +3,
Knowledge (galactic lore) +3, Knowledge (life sciences) +3, " A warrior's true strength lies not in
Knowledge (physical sciences) +3, Knowledge (social sciences) +3, muscle, but in anger."
Knowledge (tactics) +3, Knowledge (technology) +3, Mechanics +3,
Persuasion +2, Pilot +6, Ride +6, Stealth +6, Survival +3, Swim +6,
Treat Injury +3, Use Computer +3 ― Mother Talzin of the Nightsisters
Possessions fire blade, zhaboka
* Soldier starting feat replacement: Exotic Weapon Proficiency
(zhaboka) instead of Weapon Proficiency (pistols and rifles)
42
Mother Kirella Mother Talzin

Mother Talzin was the


Dathomirian leader of a
Nightsister coven of
witches during the Clone
Wars. The coven was
located at a village on the
planet of Dathomir. Shown
to be incredibly powerful
and mysterious, Mother
Talzin's voice has an eerie
echo as a signature to her
devotion to the Dark-Side.
She is influential enough that she is given great respect even from
Darth Sidious and Count Dooku.

Mother Talzin CL 20
Medium Human (old) noble 3/scout 4/Force adept 8/Force disciple 5
Dark Side 19
Init +10; Senses Use the Force +22
Languages Basic, Sith, Zabrak, 3 unassigned
Defenses Ref 33 (flat-footed 33), Fort 33, Will 40
hp 100; second wind +25/50; Threshold 33
Immune mind-affecting effects, +5 to Fortitude and Will Defense
against any Use the Force checks
Kirella began llife a member of a light-side witch clan on Dathomir, Speed 6 squares
but was ultimately exiled by her clan mother for unremittingly Melee by weapon +14
―conceding to evil.‖ Taken in by a rival Nightsister clan, Kirella rose Ranged by weapon +14
in time to become Mother of her Nightsister Clan. Taking many Base Atk +14; Grp +14
Nightsister Hunters with her, she returned to exact revenge on her Special Actions Adept Spellcaster, Dark Side Savant 1/encounter,
own clan by having them and the Clan Mother mercilessly Flight, Greater Dark Side Talisman, Power of the Dark Side, Swift
slaughtered at the hands of her Hunters. Power
Force Powers Known (Use The Force +22) cloak, corruption, dark
Mother Kirella CL 12 transfer, farseeing, fear, Force lightning (2), Force storm, levitate,
Medium Human Female Noble 3 / Jedi 4 / Force Adept 2 / Crime mind trick, move object, phase, rebuke, rend, wound
Lord 3 Force Regimens Known (Use The Force +22) Awaken Force
Initiative +13; Perception +12 Sensitivity, Eyes of the Force, Oxygen Bottle, Quiet the Mind,
Force Points 8, Darkside Points 18 Telekinetic Practice
Defenses Ref 25, Fort 24, Will 30 Force Techniques Dominate Mind, Force Point Recovery, Improved
HP 75 (Threshold 26) Dark Transfer, Improved Levitate
Speed 6 squares Force Secrets Corrupted Power, Extend Power, Mentor, Quicken
Melee Lightsaber +8 (2d8+5) Power
Ranged Spear +9 (1d8+4) Abilities Str 10, Dex 10, Con 10, Int 14, Wis 19, Cha 15
Base Attack +9; Grp +10 Special Qualities Bad Feeling, Natural Leader (organization scale
Force Powers Battle Strike, Dark Rage, Force Grip, Surge x2, Force 12), prophet
Lingtining x2, Force Slam, Force Storm, Mind Trick, Move Objects Talents Adept Spellcaster, Dark Side Savant, Dark Side Talisman,
x2, Negate Energy, Rebuke x2 Flight, Force Perception, Greater Dark Side Talisman, Mystic
Force Technique Improved Force Storm Mastery, Power of the Dark Side, Regimen Aptitude, Swift Power,
Abilities Str 8 Dex 12 Con 10 Int 13 Wis 18 Cha 17 Visions
Talents Connections, Charm Beast, Command Beast, Adept Feats Bad Feeling, Cornered, Force Regimen Mastery, Force
Spellcaster, Soothing Presence, Flight, Inspire Fear I and II Sensitivity, Force Training (3), Linguist, Natural Leader, Skill Focus
Feats: Force Sensitivity, Force Training, Mounted Combat, Force (Use the Force), Unstoppable Force, Weapon Proficiency (pistols,
Training, Skill Focus (Use the Force), Weapon Training (lightsaber), rifles, simple)
Skill Focus (Ride) Force Training, Force Boom Skills Deception +17, Gather Information +17, Perception +14 (may
Skills Deception +14, Initiative +12, Knowledge (social sciences) Use the Force +22 instead), Persuasion +17, Stealth +15, Survival
+12, (tactics) +12, Persuation +14, Use the Force +19, Ride +17, +19, Treat Injury +19, Use the Force +22 (may reroll as a full-round
Stealth +12 action but must keep the result of the reroll even if worse; +27 to
Possessions Nightsister robes perform a Force regimen)
Possessions Nightsister robes

43
Nightsister Hunter Nightsister Shaman

The Nightsister In the Dathomiri witches' culture, the Nightsister shaman was an
Hunters are elite elder Sister who was thought to have access to, and influence in, the
warriors and the world of the spirits. They worshipped the nature's balance and
special agents of interpreted the nature of the dark side of the Force from a specific
the Nightsisters, religious and cultural point of view.
whose specialty Medium Human nonheroic 3/scout 3/noble 1/force adept 2
is to follow blood
trails to track Nightsister Shaman CL 7
their unfortunate Force 5; Dark Side 5
victims. They Init +4; Senses Perception +11
wear red robes Languages Basic + 3
and hoods as a Defenses Ref 19 (FF 19), Fort 20, Will 25
distinctive sign, HP 37; Threshold 20
as well as black wrist wraps to protect them from the plasma string of Speed 6 squares
their energy bows. Those amongst the Hunters who serve as Melee Quarterstaff +4 (1d6+2)
darkside mercenaries are expected to supply their coven with nine Ranged Weapon +5
credits from every ten they earned, so they could continue outfitting BAB +5 Grp +5
them with the required equipment. They are trained in a variety of Special Actions Damage Reduction, Equilibrium, Force Focus,
weapons, including the deadly Energy Bow. Force Treatment, Shake It Off
Force Powers (UTF +11): Affect Mind x2, Farseeing x2, Move
Nightsister Hunter CL 3 Object x2, Rebuke, Vital Transfer x2
Medium near-Human (Dathomiri) Female nonheroic 6/soldier 1 Force Techniques Improved Sense Force
Force 2; Dark Side 10 Abilities Str 9, Dex 10, Con 13, Int 12, Wis 15, Cha 14.
Init +9; Senses heightened awareness; Perception +10 Talents Damage Reduction, Equilibrium, Force Focus, Force
Languages Basic, Paecian, Zabrak Treatment
Defenses Ref 13 (flat-footed 12), Fort 13, Will 13 Feats Force Sensitive x3, Force Training, Improved Defenses (H),
hp 20; second wind +10/10; Threshold 13 Linguist, Shake It Off, Skill Training (survival, use the force), WP
Speed 6 squares (simple)
Melee fire blade +6 (2d4+1) or Skills Endurance +10, Perception +11, Persuasion +11(H), Survival
Melee unarmed +6 (1d4+1) +10, Use the Force +11
Ranged Energy Bow* +7 (3d8+2) Possessions Robes, Quarterstaff
*includes point blank shot (within 20sq)
Base Atk +5; Grp +6
Atk Options Point Blank Shot [Core p.87]
Special Actions Power of the Dark Side [Core p.101]
Force Powers Known (Use The Force +14) battle strike (2) [Core
p.96], Force track [JATM p.26]
Abilities Str 13, Dex 13, Con 10, Int 12, Wis 14, Cha 12
Talents Power of the Dark Side [Core p.101]
Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core
p.85], Force Training [Core p.85], Point Blank Shot [Core p.87], Skill
Focus (Use the Force) [Core p.88], Skill Training (Survival) [Core
p.88], Weapon Proficiency (simple weapons) [Core p.89]
Trained skills Initiative +9, Perception +10 (may reroll but must keep
the result of the reroll even if worse), Survival +10, Use the Force
+14
Possessions Energy Bow, fire blade, red robes and hoods, black
wrist wraps

Tactics:
-swift: Battle Strike
-standard: Energy Bow
-free: when spending a FP to enhance your attack, roll 2d6 instead of
1d6 and take the highest.

44
Nightsister Warrior
Round 2:
Nightsister Warriors are combatants, trained to use swords and -full-round: Whirlwind Attack; Chain Sickle has a reach of 2sq
Chain Sickles, which they can whirl around their bodies with deadly
force. They call on the Dark side of the Force to fuel their power.
They often serve as bodyguards to the Mother of their clan. Regular Attack Tactics:
-Swift: Dark Rage, may spend a FP to make effects last until end of
For variety, the members of a group of Nightsister Warriors may each enounter, but can’t use skills that require concentration (such as UtF)
wield a different weapon, some with Chain Sickles, and some with -Swift: take a -5 penalty to Will to gain a +2 Force bonus on attack
Nightsister Daggers. rolls until the beginning of your next turn.
-Standard: attack or charge
Nightsister Warrior CL 6
Medium near-Human (Dathomiri) Female Jedi 1/soldier 5
Force 3; Dark Side 12 Reignna "Nightshade" Bloodreaper
Init +9; Senses heightened awareness; Perception +4
Languages Basic, Paecian, Zabrak Nightshade is great Nightsister warrior who has been sent out to
Defenses Ref 18 (flat-footed 17), Fort 18, Will 18 locate and kidnap a very powerfully gifted Force-Sensitive little girl by
Defenses with Dark Presence Ref 19 (flat-footed 18), Fort 19 (& the name of Morganna Starchild who happens to live on another
Threshold 19), Will 19 planet. Nightshade is a powerful force adept and is lethally equal
Defenses with Consumed by Darkness Will 13 with her dual weapon the bloodreaper, a dual ended staff that ends
hp 57; second wind +14/28; Threshold 18 witha vibro-ax on one end and a forcepike on the other. The
Speed 6 squares forcepike end is used primarily to "cattle prod" stubborn or lazy
Melee Chain Sickle +9 (2d4+7; Reach 2) with both hands or slaves and the menacing vibro-ax end is used to decapitate
Melee short sword +9 (1d6+5) or disobediant slaves or to quickly dismember a worthy foe. She is a
Melee unarmed +9 (1d4+5) Master of Dual Weapon Fighting and a Master at Martial Arts.
Ranged by weapon +7 Nightshade speaks very little as her actions speak loader then words.
Base Atk +6; Grp +8 She is both Silent and Deadly deep down to her core. Ruthless,
Atk Options Melee Defense [Core p.86], Power Attack [Core p.87], Relentless, and Bloodthirsty to her last breath.
Whirlwind Attack [Core p.89]
Special Actions Consumed by Darkness [CWCG p.53], Dark Reignna "Nightshade" Bloodreaper CL 17
Presence [Core p.101], Power of the Dark Side [Core p.101], Medium human jedi 7/ force adept 9/ jedi knight 1
Revenge [Core p.101] Force Points 14; Darkside Points 17; Destiny 17
Force Powers Known (Use The Force +14) dark rage (2) [Core Init +16; Senses Use the Force +17
p.96] Languages Basic, Bocce
Abilities Str 14, Dex 13, Con 10, Int 13, Wis 12, Cha 13 Defenses Ref 35 (29 flat-footed), Fort 30, Will 34
Talents Consumed by Darkness [CWCG p.53], Dark Presence [Core hp 157; Threshold 30
p.101], Power of the Dark Side [Core p.101], Revenge [Core p.101] Speed 6
Feats Armor Proficiency (light) [Core p.82], Force Sensitivity [Core Melee unarmed +13 (1d10+7)
p.85], Force Training [Core p.85], Melee Defense [Core p.86], Power Melee bloodreaper +17 (2d10+7)ax or (2d8+7)pike or
Attack [Core p.87], Skill Focus (Use the Force) [Core p.88], Weapon Melee bloodreaper +17/ +17 (3d10+7)ax and (2d8+7)pike with Dual
Focus (simple weapons) [Core p.89], Weapon Proficiency Weapon Mastery III or
(lightsabers, simple weapons) [Core p.89], Whirlwind Attack [Core Melee bloodreaper +12/+12/+12 (3d10+7)ax and (2d8+7)pike with
p.89] Dual Weapon Master and Double Attack or
Trained skills Acrobatics +9, Initiative +9, Use the Force +14 Melee bloodreaper +7/+7/+7/+7 (3d10+7)ax and (2d8+7)pike with
Untrained skills Climb +5, Deception +4, Endurance +3, Gather Dual Weapon Master and Triple Attack
Information +4, Jump +5, Knowledge +4, Mechanics +4, Perception Base Atk +14; Grp +16
+4 (may reroll but must keep the result of the reroll even if worse), Atk Options Martial Arts III, Dual Weapon Mastery III, Double
Persuasion +4, Pilot +4, Ride +4, Stealth +4, Survival +4, Swim +5, Attack, Triple Attack, Severing Strike, Attune Weapon, Empower
Treat Injury +4, Use Computer +4 Weapon
Possessions Chain Sickle (2d4 Slashing or Piercing, Reach 2), Abilities Str 9, Dex 17, Con 8, Int 13, Wis 16, Cha 18
short sword Talents Clear Mind, Power of the Darkside, Swift Power, Adept
Spellcaster, Attune Weapon, Empower Weapon, Channel
Whirlwind Attack Tactics: Aggression, Channel Anger, Flight, Severing Strike
Round 1: Feats Weapon Proficiency (simple weapons), Exotic Weapon
-Swift: Dark Rage, may spend a FP to make effects last until end of Proficiency (bloodreaper), Force Sensitive, Weapon Finesse, Dual
enounter, but can’t use skills that require concentration (such as UtF) Weapon Mastery I, II, & III, Martial Arts I, II, & III, Force Training
-Move: move into melee range of many opponents as possible, use (Force Lightning, Dark Rage, Battle Strike, Negate Energy), Double
Tumble if necessary to tumble through threatened spaces Attack, Triple Attack
-Move: move again or Standard: Dark Presence, grant yourself and Skills Acrobatics +16, Initiative +16, Use the Force +17
all allies within 6 squares +1 Force bonus to all defenses until the Possessions bloodreaper (a dual weapon staff with a "vibro-ax" on
end of the encounter. one end and a "force-pike" on the other)
45
Saato Shadow Killer

Mistress Saato was another of A shadow killer was an elite Nightsister assassin from Dathomir.
Count Dooku’s many Dark Side They carried weapons that were silent and easy to conceal, such as
minions, likely a member of daggers and darts dripped in poison. They also wore black wraps
Dathomir Nightsister Sai Sircu and mystical cloaks that helped them blend in with the dark and
and Yansu Grjak’s cabal. Almost rendered them nearly invisible. Shamans of the Nightsisters such as
one year into the Clone Wars, Talzin could summon a mist that allowed these killers to walk midway
Saato was put in charge of an between the physical realm and the spirit realm.
operation on Tatooine,
supervising Jabba the Hutt, who In 21 BBY, Clan Mother Talzin allowed Asajj Ventress to use the
was smuggling construction Shadow Killers' mist so that she could have revenge against her
materials and Cortosis to a former master, Count Dooku, with the help of two of the coven's
Techno Union factory on finest warriors, Karis and Naa'leth. She also provided Ventress with
Metalorn. She also retained the the poisoned dart of the assassins.
deadly mercenary and bounty
hunter, Aurra Sing. When she According to Galactic Emperor Palpatine, the stealth skills of the
became aware that local shadow killers could easily rival those of the Defels agents. The title
moisture farmer Raala Ponchar of ―Dagger‖ was bestowed upon a Clan Mother's personal assassin.
had discovered the operation, Mother Gethzerion was known to have chosen an offworlder as her
Saato quickly captured her for Dagger at some point during the Galactic Civil War.
questioning. Unfortunately, the girl had already sent out a message,
and the Jedi Order sent Anakin Skywalker to investigate.

While Saato had dispatched Aurra Sing to deal with the Jedi
interloper, Skywalker’s investigation soon brought him to Jabba’s
doorstep. Saato ambushed him and knocked him out, and then
locked him in Jabba’s dungeon alongside Raala Ponchar. Saato
underestimated the Padawan, though, and Anakin managed to
escape on a stolen skiff. Saato was too late to stop Skywalker from
stealing a skiff, but managed to give chase over the Dune Sea. Saato
was eventually able to shoot him down near the Great Sarlacc Pit.
The two dueled briefly, but Skywalker proved much more powerful,
and killed Mistress Saato by pushing her into the Pit of Carkoon.

Saato CL 7
Medium Human Female Scout 7
Force 8; Dark Side 12
Init +10; Senses Perception +9
Languages Basic, Huttese
Defenses Ref 22 (flat-footed 19), Fort 18, Will 18; Dodge
Hp 48; Threshold 18
Speed 6 squares
Melee short lightsaber +7 (2d6+4) or
Melee short lightsaber +2 (2d6+4) and
short lightsaber +2 (2d6+4) or
Melee unarmed +7 (1d6+4) or
Ranged by weapon +7
Base Atk +5, Grp +7
Atk Options Power of the Dark Side
Special Actions Adept Spellcaster
Force Powers Known (Use the Force +9): battle strike, Force grip
Abilities Str 13, Dex 14, Con 10, Int 12, Wis 12, Cha 14
Talents Adept Spellcaster, Charm Beast, Command Beast, Power of
the Dark Side
Feats Dodge, Dual Weapon Mastery I, Force Sensitivity, Force
Training, Martial Arts I, Weapon Proficiency (advanced melee
weapons, lightsabers, pistols, rifles, simple weapons)
Skills Initiative +10, Jump +9, Perception +9, Pilot +10, Ride +10,
Stealth +10, Use the Force +9
Possessions comlink, short lightsabers (2) (self-built)
46
Shadow Killer (Nightsister) CL 16 Shadow Killer Tactics:
Medium near-Human (Dathomiri) Female scout 1/Jedi 1/soldier Before Combat:
1/scoundrel 5/Force adept 8 -swift: shadow cloak, swift to activate; grants total concealment until
Force 10; Dark Side 14 wearer attacks or takes damage
Init +17; Senses heightened awareness, Improved Sense -standard: Malkite Techniques , 1/enc apply a toxin to darter or short
Surroundings; Perception +15 sword. If an attack roll with that weapon also exceeds the target's
Languages Basic, Paecian Fort, that target is poisoned. Each round on the creature's turn, the
Defenses Ref 32 (flat-footed 28), Fort 29, Will 32 poison makes an attack roll (1d20+16) against the target's Fort. If the
Defenses with Desperate Gambit Ref 30 (flat-footed 26) attack succeeds, the target takes 1d6+8 dmg and moves -1 CT. A
hp 104; second wind +26/52, +1d6 hp per FP; Threshold 29 target moved to the end of the condition track by the poison is
Speed 6 squares unconscious but continues to take damage as long as the poison
Melee Sith Alchemical short sword** +14 (2d6+10) or continues to attack. The poison attacks each round until it misses or
Melee Sith Alchemical short sword** +12 (3d6+10) with Rapid Strike until the victim is cured with a Treat Injury check (DC 26). Any target
or you poison is automatically denied its Dexterity bonus to Reflex
Ranged darter* +16 (10 dmg), includes point blank shot (within 20sq) Defense for as long as it remains poisoned.
or
*against flat-footed or Dex-denied enemies: gain +2 attack bonus and Surprise Round:
move target -1 CT if hit, may spend a FP to deal +8d6 dmg -standard: charge at foe. If you damage a flat-footed target, that
*may reroll a missed attack at a -2 Ref penalty (-5 if rerolling a target is also knocked prone if your attack roll also exceeds the
natural 1) target's Fortitude Defense. The target adds its size modifier to its
*whenever you score a critical hit, you may spend a FP to reduce the Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10;
target's speed by half until he is restored to maximum hp Large, +5; Medium and smaller, +0. Spend a FP to deal +8d6
**may spend a FP to add +14 dmg damage
Melee unarmed* +13 (1d4+10) or
Melee unarmed* +11 (2d4+10) with Rapid Strike Round 1:
Base Atk +11; Grp +15 -swift: Dark Rage (for melee attacks only, doesn’t work with Darter);
Atk Options Channel Aggression [Core p.213], Crippling Strike can take 10 to gain max bonus; may spend a FP* to make effects
[Core p.213], Cunning Attack [TFU p.33], Dastardly Strike [Core last until end of enounter, but can’t use skills that require
p.46], Deceptive Drop [SAV p.21], Desperate Gambit [SAV p.21], concentration (such as UtF). Don’t spend the FP if you plan to use
Fatal Hit [LECG p.36], Point Blank Shot [Core p.87], Rapid Strike Blind to make an opponent flat-footed.
[Core p.88] -standard: attack, apply flat-footed or Dex-denied bonuses (see
Special Actions Attune Weapon [Core p.214], Empower Weapon statblock above)
[Core p.214], Equilibrium [Core p.101], Force Recovery [Core p.101],
Malkite Techniques [TOTG p.13], Power of the Dark Side [Core Other options:
p.101] -swift: Blind, UtF vs. Ref to make target flat-footed and gain
Force Powers Known (Use The Force +18) blind (2) [JATM p.24], concealment for 1 round
dark rage (may take 10 even when distracted or threatened) [Core -swift: Equilibrium, spend a FP* to remove all debilitating and
p.96] persistent conditions (including poison and disease) and return to the
Force Techniques Extended Blind [JATM p.36], Force Power top of the CT.
Mastery (dark rage) [Core p.102], Improved Dark Rage [TFU p.88], -swift: second wind, grants
Improved Sense Surroundings [Core p.103] *note: can only spend 1 FP per round
Abilities Str 14, Dex 18, Con 12, Int 13, Wis 14, Cha 10
Special Qualities build lightsaber
Talents Attune Weapon [Core p.214], Channel Aggression (8d6)
[Core p.213], Crippling Strike [Core p.213], Dastardly Strike [Core
p.46], Empower Weapon [Core p.214], Equilibrium [Core p.101],
Force Recovery [Core p.101], Malkite Techniques [TOTG p.13],
Numbing Poison [TOTG p.13], Power of the Dark Side [Core p.101]
Feats Armor Proficiency (light) [Core p.82], Cunning Attack [TFU
p.33], Deceptive Drop [SAV p.21], Desperate Gambit [SAV p.21],
Fatal Hit [LECG p.36], Force Sensitivity [Core p.85], Force Training
[Core p.85], Point Blank Shot [Core p.87], Rapid Strike [Core p.88],
Skill Focus (Stealth, Use the Force) [Core p.88], Weapon Proficiency
(lightsabers, pistols, rifles, simple weapons) [Core p.89]
skills Acrobatics +17, Initiative +17, Perception +15 (may reroll but
must keep the result of the reroll even if worse), Stealth +22, Survival
+15, Use the Force +18
Possessions darter, shadow cloak (as stealth field generator, but
grants total concealment), Sith Alchemical short sword (Lightsabers
do not ignore DR for this weapon; can spend FP as swift action to
gain bonus +14 damage equal to dark side score).
47
Sister of the Voritor

Sisters of the Voritor were tasked to guard the borders of Nightsister


lands on Dathomir. They kept voritor lizard as pets and helpers and
are also deadly rancor riders, spear fighters. They are able to blast
their opponents with Force Blast.

Sister of the Voritor (Nightsister) CL 4


Medium Human Female nonheroic 3/soldier 3
Force 2; Dark Side 14
Init +9; Senses Perception +10
Languages Basic, Paecian
Defenses Ref 15 (flat-footed 14), Fort 15, Will 15; Mounted Defense
[TOTG p.127]
hp 24; second wind +10/12; Threshold 15
Speed 6 squares
Melee spear +8 (1d8+3) or
Melee spear +8 (1d8+5) with both hands or
Melee unarmed +8 (1d4+3)
Ranged spear +7 (1d8+3)
Base Atk +5; Grp +7
Atk Options Trample [TUR p.28]
Force Powers Known (Use The Force +14) dark rage [Core p.96],
Force blast (2) [TFU p.86]
Abilities Str 15, Dex 12, Con 10, Int 12, Wis 14, Cha 12
Talents Charm Beast [Core p.107], Command Beast [Core p.107]
Feats Force Sensitivity [Core p.85], Force Training [Core p.85], "Never serve the Nightsisters, children.
Mounted Defense [TOTG p.127], Skill Focus (Use the Force) [Core
They'll treat you badly, as if you were mere
p.88], Skill Training (Initiative, Use the Force) [Core p.88], Trample
[TUR p.28], Weapon Focus (simple weapons) [Core p.89], Weapon slaves. Their taste is foul, so it is best to crush
Proficiency (simple weapons) [Core p.89] them. If you cannot crush them, then escape
Trained Skills Initiative +9, Perception +10, Ride +9, Survival +10, from them, for you can continue to serve the
Use the Force +14 good Witches, and hope to crush the
Possessions 3 spears, Voritor Lizard mount Nightsisters another day."
― The rancor Tosh, in a narrative to his
herd- mates

USING MOUNTS IN COMBAT

Riding a beast in combat is much like riding a speeder bike or


another vehicle. The beast uses the rider's actions, such as a
move action to move up to its speed, or a standard action to use
its natural weapons, or 3 swift actions to allow the mount to
move up the condition track with the recover action. For the
most part, the mount is treated as being under the rider's
control, especially if the creature has been trained for battle.
Obviously, being trained in Ride helps maximize the benefit of
using a live mount in battle. Typically, a mount has better speed
than its rider, or it possesses a means of travel that its rider does
not, such as exceptional climbing ability or flight. Like vehicles,
mounts can take advantage of certain feats that the rider
possesses, such as Dodge, Mobility, Powerful Charge, and
Running Attack, in addition to the Momentum Strike and
Mounted Defense feats found on page 127 of Threats of the
Galaxy.

48
Native Beasts
The Bane Back spider was a huge arachnid predator native to the
Artery worm planet Dathomir. At least three were known to have been seen near
the Spider Clan Cave. Its carapace was known to have been used as
The artery worm was a a trophy.
tiny, vicious worm native
to Dathomir. During the Bane Back Spider CL 7
time of the Galactic Huge Beast 7
Republic, artery worms Init + 3 Senses Low-light vision; Perception +4 (may reroll, must
were a torture method take second)
favored by the Defenses Ref 15 (flat 15) Fort 24 Will 11
Nightsisters of Dathomir. hp 96 Threshold 34
The torture involved Speed 6 sq
force-feeding or injecting Melee Claw +15 (1d8+10 plus poison)
the victim with liquid Melee Bite + 15 (2d6+10)
containing artery worms. Fighting Space 3x3; Reach 2 sq
When ingested, an Base Atk +5; Grapple +25
artery worm would burrow through its host's veins, "turning them to Atk Options Pin, Crush, Poison
molten fire" (according to the Witches) as it digested them. A Abilities STR 26, DEX 10, CON 24, INT 2, WIS 12, CHA 10
Nightsister would survive after a day of torture; but others would die, Feats Pin, Crush, Skill Focus (Climb)
unless they were given a potion containing witch blood, which would Skills Climb +8
rid the victim of the worms, provided the creatures hadn't reached Poison- If the Bane Back Spider's claw attack deals damage to a
their heart. living target, the target is poisoned. The poison makes an attack
(1d20+10) against the target's Fort defense. If the attack is
Artery Worm successful, the target moves down -1 step on the condition track. If
Fine beast 1 the target moves to the bottom, it is paralyzed instead of
Init +5; Senses Perception +1 unconscious. The poison attacks at the beginning of each round on
Defenses Ref 25 (Flat-footed 20), Fort 11, Will 11 the target's turn and can be removed with a DC 15 Treat Injury
hp 9; Threshold 11 check.
Speed 6 squares
Melee bite +3 (1d2-2) Baz Nitch
Fighting Space 1 square; Reach 0 squares The Baz nitch was a
Base Atk +0; Grp -1 species of short, bipedal
Atk Options Vein Attack fowl that lived on the
Abilities Str 4, Dex 20, Con 12, Int 2, Wis 12, Cha 10 remote world of Dathomir
Special Qualities Vein attack that gathered in packs.
Feats Weapon Finesse (bite) Though usually docile, they
Skills Acrobatics +10, Stealth +25 could suddenly become
Vein Attack—With a full attack action, an artery worm in the same temperamental and very
square as its target can crawl into a victim's nose and try to burrow aggressive when agitated.
through its target’s veins. Doing so requires a melee attack and deals Their physiology was very
3d6 damage. similar to that of a nuna,
with the exception of two
Bane Back Spider long head protuberances,
and four smaller ones.
They also had a proboscis and eye stalks.

Baz Nitch CL 3
Small Flightless Avian Beast 4
Init +0; Senses: Perception +3, Low-light Vision
Defences Ref 9 (Flat-footed 9), Fort 11, Will 11; Dodge, Mobility
HP 22; Threshold 11
Speed 4 squares
Melee Talons +2 (1d4+1)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +2
Abilities Str 8, Dex 8, Con 12, Int 2, Wis 12, Cha 11
Feats: Dodge, Mobility, Running Attack
Skills: Acrobatics +5, Initiative +0 (may reroll, must keep second)
Hard to Catch - Baz nitches receive Dodge as a Bonus Feat.

49
Bolle bol save two short shoulder spikes, and stubby eye stalks. They were
also found on Endor.
Bolle bol were tall, quadrupedal
saurians with hooves, thick hides, long Bolma CL 2
necks and two downward-curving Large beast 3
horns atop their pates. They dwelled Init +0; Senses scent; Perception +0
in the forests of Dathomir, but may Defenses Ref 12 (flat-footed 12), Fort 18, Will 9
have been brought there from off- hp 43; Threshold 28
world. Bolle bol could also be found Speed 6 squares
on Naboo and Endor. Melee Gore +6 (1d8+5 piercing)
Fighting Space 2x2; Reach 1 squares
Bolle bol were typically docile Base Atk +2; Grp +11
creatures, preferring the leafy diet of Abilities Str 19, Dex 8, Con 26, Int 1, Wis 8, Cha 3
an herbivore, though they were Feat Improved Damage Threshold, Toughness
sometimes known to eat insects as Skills Survival +5
well. To this end, they used their long Bull Rage- If females or young are threatened, male bolmas gain +2
necks to reach the topmost boughs of to melee attack and damage rolls, Fortitude and Will Defenses but -2
Dathomir’s trees to eat from the to Reflex Defense for a number of rounds equal to 5 + the creatures
highest branches – bathed in what little Constitution modifier (i.e. 9 rounds).
pale light Dathomir received from its
sun, and whatever sunbathing insects Brackaset
dwelled therein.

Bolle Bol CL 2
Large beast 3
Init -2; Senses Perception +0
Defenses 10 (FF 10), Fort 22, Will 9
hp 55; Threshold 32
Speed 6 sq.
Melee gore +6 (1d10 +5)
Fighting Space 4x4; Reach 2 squares
Base Atk +2; Grp +15
Abilities Str 27, Dex 4, Con 34, Int 2, Wis 8, Cha 3
Feats Improved Damage Threshold, Toughness
Skills Survival +5

Bolma

Brackaset were docile mount beasts that lived on Dathomir. They


had an almost identical appearance to the falumpaset of Naboo.
However, they are distinctly separated as a species for their skin
folds that resembled armored plating.

Brackaset CL 3
Medium beast 4
Init +5; Senses Perception +9
Defenses Ref 14 (flat-footed 11), Fort 11, Will 12
hp 22; Threshold 11
Speed 8 squares
Melee bite +5 (1d6+4)
Base Atk +3; Grp +6
Abilities Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 8
Feats Powerful Charge, Skill Training (Perception)
Bolma were reptiles that lived on Dathomir. They grazed in herds. Skills Stealth +10, Perception +9
Generally they were docile beasts, but elder males could be
aggressive. Their physiology was almost exactly like a dewback,
50
Burra Fish (swarm)

Burra fish are a type of predatory,


carnivorous fish native to the waters of
Dathomir. They are characterized by a
tall, peaked head from which their
narrow fins protrude, large lower
mandibles set beneath bioluminescent
blue eyes, and ventral tendrils or
feelers. They could be dangerous is a
swarm or ―school.‖

Burra Fish Swarm CL 3


Tiny beast Swarm 3 A Chasmal Spider in its Lair
Init +5; Senses Perception -1, Darkvision
Defenses Ref 16 (flat-footed 12), Fort 8, Will 8 Chiroptix
hp 22; Threshold 18 Immune drowning
Speed 1 squares, 10 squares (swimming) Chrioptix are nocturnal
Melee unarmed -2 (1d4-2) mammals, native to
Fighting Space 1 square; Reach 0 squares Dathomir, the forelimbs
Base Atk +2; Grp -4 of which form webbed
Abilities Str 3, Dex 19, Con 6, Int 7, Wis 7, Cha 9 wings, allowing them
Feats Skill Training (Jump), Dodge, Mobility true and sustained flight.
Skills Jump +2, Perception -1 (may reroll but must keep the result of Chiroptix do not flap
the reroll even if worse), Stealth +15, Swim +2, Use the Force +0 their entire forelimbs, as avians do, but instead flap their spread-out
Aquatic- Can't drown and doesn't need to make swim checks; low- digits, which are very long and covered with a thin membrane or
light vision patagium. Their main food source is blood, but can supplement their
Subterranean- May reroll Perception checks, but keep the second diet with fruit.
result even if worse; darkvision
Ferocious- May reroll a failed attack with one natural weapon Chiroptix CL 6
Swarm Traits - All melee attacks are considered melee area attacks Diminutive beast 4
and affect all squares within reach. Area attacks do 2 extra die of Init +8; Senses Blindsight; Perception +6
damage against a swarm. Defenses Ref 25 (Flat-footed 19), Fort 10, Will 9
hp 6; Threshold 10
Chasmal spider Speed 8 squares (flying)
Melee Bite +9 (1d2+1)
Variants of the gaping spider, Chasmal spiders get their name from Fighting Space 1 square; Reach 1 square
their habitat, the dark chasms of Dathomir that riddle the planet. Base Atk +3; Grp -6
Abilities Str 9, Dex 22, Con 11, Int 1, Wis 8, Cha 10
Chasmal Spider CL5 Special Qualities: Vampiric Bite Feats Skill Training (x1), Weapon
Large Subterranean Beast 6 Finesse
Init +12; Senses: Darkvision; Perception +9 (may reroll, must keep Skills Perception +6, Stealth +28
second) Vampiric Bite: If the bite attack succeeds, make a separate 1d20+2
Defenses Ref 19 (Natural armor +6, Flat-footed 15), Fort 14, Will 11 Attack against the target's Fort Def. If the attack succeeds the victim
hp 60; DR 10; Threshold 19 moves -1 step on the condition track and suffers 2d6 damage.
Speed 8 squares, 12 squares (climb)
Melee Bite +11 (1d8+10) or Ranged Spinneret +8 (2d6+3 stun) Drebbin
Fighting Space 2x2; Reach 1 square Drebbin were horned
Base Atk +4; Grp +16 predators native to Dathomir.
Abilities Str 25, Dex 18, Con 18, Int 2, Wis 13, Cha 7 They had thick,scaly hides
Special Qualities Darkvision, Spinneret, Subterranean Traits and sharp teeth, with a pair
Feats Skill Focus (Stealth), Skill Training (Initiative), Skill Training of down-ward curving horns
(Perception), Skill Training (Stealth) Skills: Climb +15, Initiative +12, alongside their head.
Perception +9 (may reroll, must keep second), Stealth +12 In 8 ABY, Teneniel Djo said
Creeper: Photon spiders have Skill Training (Stealth) as a bonus to Luke Skywalker that they
feat. preyed on rancors, though
Spinneret: A chasmal spiders' spinnerets can spit a paralyzing subsequent New Republic
poison to hunt prey that acts as an organic stun weapon similar to a sources described them as
blaster pistol. The spinnerets have a maximum range 6 squares for quarry for the rancor.
this stun attack (identical to a standard blaster pistol set to stun).

51
Drebbin CL 11 Gaping Spider (Kiin'Dray)
Gargantuan Nocturnal Beast 12
Init +5; Senses: Darkvision, Perception +11 The Gaping spider is a large arachnid native to the planet Dathomir
Defences Ref 17 (Natural Armour +12, Flat-footed 17), Fort 27, Will that inhabit the many caves and warrens on the world. The
11 Nightsister Spiderclan took control over one particular cavern and
HP 260; Threshold 47 forced the young spiders to serve them. Only the larger adults
Speed 6 squares, 6/4/2 squares (burrowing soft/normal/compacted managed to resist their will and resulted in the Spiderclan fearing
ground) those adults that lived deep underground. Different castes include
Melee Bite +17* (3d6+26/x3) and broodling, hunter, recluse, and queen.
Slam +17* (2d6+26)
Fighting Space 2 x 8 Reach 2 squares Young Gaping Spider CL 1
Base Atk +9; Grp +38 Medium Sith undead beast 2
Atk Options: Devour, Triple Crit (Bite) Init +4; Senses: Low-Light Vision; Perception +6
Abilities Str 38, Dex 9, Con 42, Int 2, Wis 10, Cha 8 Defenses Ref 14 (Natural armour +1, Flat-footed 11), Fort 10, Will 10
Special Qualities: Darkvision, Subterranean Camouflage, hp 13; DR 5; Threshold 10
Tremorsense Speed 6 squares, 4 squares (climb)
Feats: Improved Defences, Power Attack, Skill Focus (Stealth), Skill Melee Bite +4 (1d6+1)
Training (Perception), Triple Crit (Bite) Fighting Space 1 square; Reach 1 square
Skills: Initiative +5, Perception +11 (May reroll, must keep second Base Atk +1; Grp +4
result), Stealth +15 (+0 Above ground) Abilities Str 11, Dex 17, Con --, Int 2, Wis 10, Cha 2
Devour: If a Drebbin hits with its Bite attack against a Large or Special Qualities: Arachne Sense, Creeper's Crawl, Low-light
smaller opponent; it can automatically make a grapple check with its Vision, Sith Undead
Bite attack at its full bonus (even if it has already taken a full round Talents: Acute Senses, Hidden Movement
action). If the grapple check is successful, the Drebbin can begin Feats: Skill Focus (Climb), Skill Training (Climb, Perception, Stealth),
devouring its target. Any creature being devoured takes 1d6+11 Weapon Finesse
points of damage each round it is in the Drebbin’s maw. When the Skills: Acrobatics +9, Climb +11, Perception +6, Stealth +8
creature reaches 0 Hit Points, it is swallowed by the Drebbin and Arachne Sense: Young Gaping Spiders gain Skill Training
continues to take 1d6 points of acid damage each round. (Perception) as a bonus feat.
Nighttime Camouflage: A Drebbin ignores its size modifier when it Bonus Feats: Young Gaping Spiders gain Skill Training (Climb) and
makes Stealth checks at night. Skill Focus (Climb) as bonus feats.
*Includes 6 points of Power Attack Creeper's Crawl: Young Gaping Spiders gain Skill Training (Stealth)
as a bonus feat.
Eollu Low-light vision: Young Gaping Spiders ignore concealment (but
not total concealment) from darkness.
The Eollu was a nocturnal Natural armor: Young Gaping Spiders get a +1 natural armor bonus
creature native to Dathomir and to Reflex defense.
one of the many animals a
Nightsister could transform into,
using the Talisman of
Transformation. Eollu were
sturdy, horned, fleet-footed herd
animals with an ill temper and vile-
spelling spittle.

Eollu CL 1
Medium Beast 1
Init +2, Perception +0, Darkvision
Defenses: Ref 12, Fort 12, Will 10
hp 12, threshold 14
Speed 6 sq
Melee bite +0 (2d4)
Melee gore +0 (2d6)
Ranged spittle +2 (special)
Fighting space 1 sq, Reach 1sq
Base atk +0, Grp +2
Abilities Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 1
Feats Toughness
Skills acrobatics +8
Spittle- a character hit by eollu spittle takes a -1 circumstance
penalty to all Charisma based skills until the spittle is washed off

52
Adult Gaping Spider CL5
Large Subterranean Beast 6 Horse
Init +12; Senses: Darkvision; Perception +9 (may reroll, must keep
second) Horses were domesticated animals used as mounts and beasts of
Defences Ref 19 (Natural armour +6, Flat-footed 15), Fort 14, Will 11 burden on many inhabited worlds in the galaxy. Horse was the
HP 60; DR 10; Threshold 19 vernacular name for the species used in Basic. The technical term
Speed 8 squares, 12 squares (climb) used by scientists was equus. The Witches of Dathomir possessed
Melee Bite +11 (1d8+10) or beautiful black horses, which they sometimes rode instead of
Ranged Spinneret +8 (2d6+3 stun) Dathomiri rancors. Some of the witches, notably Charal, possessed
Fighting Space 2x2; Reach 1 square Talismans of Transformation that allowed her to change the physical
Base Atk +4; Grp +16 shapes of both herself and her steed. Charal brought her Dathomiri
Atk Options Spinneret steed with her to the forest moon of Endor. To lure the young Human
Abilities Str 25, Dex 18, Con 18, Int 2, Wis 13, Cha 7 castaway Cindel into a trap, she changed her own shape into a
Special Qualities: Darkvision, Spinneret, Subterranean Traits beautiful lady, and her horse into a white steed.
Feats: Skill Focus (Stealth), Skill Training (Initiative), Skill Training
(Perception), Skill Training (Stealth) Horse, Heavy CL 1
Skills: Climb +15, Initiative +12, Perception +9 (may reroll, must Large Beast 3
keep second), Stealth +12 Init +2; Senses low-light vision, scent; Perception +7
Skill Training (Stealth): Adult Gaping Spiders have Skill Training Defenses Ref 13 (flat-footed 12), Fort 14, Will11
(Stealth) as a bonus feat. hp 24; Threshold 24
Spinneret: An Adult Gaping Spiders' spinnerets act as an organic Speed 10 squares
stun weapon similar to a blaster pistol. The spinnerets have a Melee 2 hooves +7 (1d6+6)
maximum range 6 squares for this stun attack (identical to a standard Fighting Space 2x2; Reach 1 square
blaster pistol set to stun). Base Attack +2; Grp +12
Fearful Will: Adult Gaping Spiders are immune to all mind-affecting Abilities Str 20, Dex 13, Con 18, Int 2, Wis 12, Cha 6
effects. Feats Improved Damage Threshold, Skill Training
Skills Endurance +10, Perception +7
Gibbit Bird Carrying Capacity 400 kg
Low-light Vision a horse receives no penalties from a lowlight
Gibbit birds are avian condition.
creatures symbiont to the Scent a horse takes no penalty to Perception checks to notice
rancor. The rancor allows targets with cover or concealment within 10 squares.
the gibbit bird to roam
freely in its mouth, where
the bird cleans its teeth by
picking out stuck pieces of
bones and flesh. This
helps the rancor's teeth
remain sharp and healthy,
and allows the gibbit bird
to obtain food of its own.

Gibbit Bird CL3


Small Airborne Beast 4
Init +6; Senses Low-light Vision; Perception +3
Defenses Ref 15 (Flat-footed 11), Fort 11, Will 11; Dodge, Mobility
hp 22; Threshold 11
Speed 8 squares (Fly)
Melee Talons +5 (1d4+4) and
Melee Peck +5 (1d4+4)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +2
Atk Options Running Attack
Abilities Str 14, Dex 19, Con 12, Int 2, Wis 12, Cha 11
Special Qualities Airborne Traits, Low-light Vision, Swoop
Feats Dodge, Mobility, Running Attack
Skills Acrobatics +11, Initiative +6 (may reroll, must keep second)
Fleet-feathered – Gibbit birds receive Dodge as a Bonus Feat.
Swoop - Whenever a gibbet bird moves in the same round that it
attacks, it gains a +2d4 bonus to damage.

53
Horse, Light CL 1 Kamurith
Large Beast 3 The kamurith is a
Init +2; Senses low-light vision, scent; Perception +7 large, carnivorous,
Defenses Ref 14 (flat-footed 12), Fort 14, Will11 reptilian quadruped
hp 24; Threshold 24 native to Dathomir.
Speed 12 squares A Kamurith’s thick
Melee 2 hooves +6 (1d6+5) hide is brown, with
Fighting Space 2x2; Reach 1 square whitish scales on
Base Attack +2; Grp +9 its belly and long orange dorsal sails. They also sport rows of a few,
Abilities Str 18, Dex 14, Con, 18, Int 2, Wis 12, Cha 6 short spikes protruding above their forelegs.
Feats Improved Damage Threshold, Skill Training
Skills Endurance +10, Perception +7 Kamurith CL 4
Carrying Capacity 324 kg Medium beast 5
Low-light Vision a horse receives no penalties from a lowlight Init +2; Senses: Low-light Vision; Perception +2
condition. Defenses Ref 15 (Natural armour +5, Flat-footed 15), Fort 13, Will 10
Scent a horse takes no penalty to Perception checks to notice HP 38; Threshold 13
targets with cover or concealment within 10 squares. Speed 6 squares
Melee Bite +6 (1d6+5)
Warhorse, Heavy CL 2 Fighting Space 1 square; Reach 1 square
Large Beast 4 Base Atk +4; Grp +13
Init +3; Senses low-light vision, scent; Perception +3 Abilities Str 16, Dex 11, Con 16, Int 2, Wis 10, Cha 10
Defenses Ref 14 (flat-footed 13), Fort 15, Will11 Feats: Skill Training (Stealth), Skill Training (Swim)
hp 36; Threshold 24 Skills: Perception +7, Stealth +7, Survival +7
Speed 10 squares
Melee 2 hooves +8 (1d6+7) Kodashi Viper
Fighting Space 2x2; Reach 1 square
Base Attack +3; Grp +13 Kodashi vipers are serpents native
Abilities Str 20, Dex 13, Con, 20, Int 2, Wis 12, Cha 6 to Dathomir. The Kodashi viper’s
Feats Bantha Rush, Improved Damage Threshold hide is adorned with aposematic
Skills Endurance +12 bands of green, red and yellow.
Carrying Capacity 400 kg When predators and other
Low-light Vision a horse receives no penalties from a lowlight nuisances neglect to recognize
condition. the Kodashi's warning coloration,
Scent a horse takes no penalty to Perception checks to notice the serpent defends itself with an extremely potent neurotoxin.
targets with cover or concealment within 10 squares.
Kodashi Viper CL 1
Warhorse, Light CL 2 Small beast 1
Large Beast 4 Init +3; Senses scent, tremor-sense; Perception +1
Init +4; Senses low-light vision, scent; Perception +3 Defenses Ref 15 (flat-footed 12), Fort 11, Will 11
Defenses Ref 15 (flat-footed 13), Fort 14, Will11 Hp 9; Threshold 11
hp 36; Threshold 24 Speed 5 squares
Speed 12 squares Melee bite +0 (1d4) plus poison
Melee 2 hooves +7 (1d6+6) Fighting Space 1 square; Reach 1 squares
Fighting Space 2x2; Reach 1 square Base Attack +0; Grapple -2
Base Attack +3; Grp +12 Abilities Str 11, Dex 16, Con 12, Int 2, Wis 13, Cha 7
Abilities Str 18, Dex 14, Con, 20, Int 2, Wis 12, Cha 6 Feats Skill Training
Feats Bantha Rush, Improved Damage Threshold Skills Acrobatics +0, Climb +5, Endurance +1, Jump +0, Stealth +13,
Skills Endurance +12 Survival +6
Carrying Capacity 324 kg Scent- Ignore concealment and cover when making Perception
Low-light Vision a horse receives no penalties from a lowlight checks to notice opponents within 10 squares and poor visibility
condition. when tracking
Scent a horse takes no penalty to Perception checks to notice Tremor-sense- Automatically sense the location of anything on the
targets with cover or concealment within 10 squares. ground within 100 squares
Poison- If the bite attack deals damage to a living target, the target is
also poisoned. If the poison succeeds on an attack roll (1d20+1)
against the target's Fortitude Defense, the target moves -5 steps
along the condition track. The poison attack lasts for one hour or until
cured with a successful DC 20 Treat Injury check.

54
Kwi CL 5
Kolef lizard Large beast 6
Init +4; Senses Perception +5, Low-light vision
Defenses Ref 11 (flat-footed 10); Fort 14, Will 12.
Kolef lizards are a distinctive and highly specialized
hp 56; Threshold 14
clade of Dathomiri lizards distinguished by their
Speed 10 squares
very long, narrow and multitudinous dorsal sails,
Melee Bite +7 (1d8+8)
highly modified, and rapidly extrudable tongues,
Melee Claws +7 (1d6+5)
their swaying gait, a crest or horn on their
Base Atk +4; Grp +7.
distinctively shaped heads, and the ability to
Atk Options Powerful Charge
change color. Their physiology makes them
Abilities Str 17, Dex 13, Con 20, Int 5, Wis 14, Cha 8.
uniquely adapted for climbing and visual hunting.
Feats Long Stride, Skill Focus (Endurance), Skill Training (Survival).
They are found in warm habitats that vary from rain
Skills Endurance +21, Survival +10
forest to desert conditions.
Powerful Jaws - a Kwi applies double its STR bonus to its bite
attacks
Kolef Lizard CL1
Collective Memory - a Force Sensitive character may communicate
Defenses Ref 16 (flat-footed 14), Fort 12, Will 13
with a pack of three or more Kwi telepathically, using the Telepathy
hp 5; Threshold 12
subskill of Use the Force, to receive vague and simplistic clues about
Speed 4 squares
the ancient wonders of the Kwa civilization -- fleeting, fragmented
Melee bite -2 (1d3-2)
memories of which lie dormant in the deepest recesses of each Kwi's
Base Atk +0; Grp -8
consciousness. For each Kwi in the pack, the telepathic
Special Actions change color
communicant may exchange one single-word communication or
Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8
emotion with the Kwi collective about the Kwa.
Feats Improved Defenses
Skills Perception +7, Stealth +12 (+14 with full-round action)
Change color: A kolef lizard’s natural coloration allows it to Malkloc
effectively blend into various environments. Kolef lizards gain a +2 to
Stealth checks when they take a full round action to blend into their Malklocs are enormous, saurian herd
environment. beasts native to Dathomir, though
they are occasionally encountered
Kwi alone, without the herd. Depsite their
herbivorous diet and generally docile
The Kwi are the nature, they are near the top of the
degenerated saurian Dathomir food chain. Because they
descendants the first are so large, and their hide is so
denizens of Dathomir, thick, only rancors tend to prey on
the Kwa. The Kwi are them.
4-meter-long bipedal
saurians with cobalt Malkloc CL 7
blue skin and are Gargantuan beast 8
capable of running at Init +5; Senses Lowlight vision, Scent; Perception +6
incredible velocities. Defenses Ref 17 (Flat-foot 16), Fort 24, Will 12; Natural armour +14
The Kwi are barely hp 156; Threshold 44
sentient, but lack the Speed 10 squares
capability for speech, unlike their ancient and intellectually advanced Melee Bite +20 (3d6+18)
Kwa ancestors. However, the Kwi possess a collective memory of Fighting Space 4x4; Reach 2 squares
their former glory and the importance of the protection of the Kwa's Base Atk +6; Grp +35
ancient Star Temples. In 31 BBY, many Kwi were slaughtered by the Abilities Str 39, Dex 12, Con 38, Int 1, Wis 14, Cha 8 Special
Nightsisters during their attempt to access the secrets of the Infinity Feats Crush, Pin, Skill Focus (Survival)
Gate. The remaining Kwi disappeared into the deserts and formed Skills Stealth -10, Survival +16
tribes including the Blue Desert People and the Blue Mountain Ramming Attack : a successful slam attack made at the end of a
People. The Kwi also migrate every dawn and every dusk. The charge against a target of gargantuan size or smaller, that meets or
Dathomiri considered it a rare honor to be permitted by a Kwi to exceeds the target's Fortitude Defense knocks the target prone.
mount its back for riding. Trample – as a full-round action, the Malkloc can run over a single
opponent of at least Huge size. The Malkloc must move through the
The greenish-yellow Rhoa Kwi, were a more brutish and less opponent’s square and ends its move in an unoccupied square.
intelligent variant (Int 2) of the blue kwi. The Rhoa Kwi were When adjacent to an opponent at the beginning of its action, a
predators with a physiology built for the task: bulkier heads with Malkloc can begin its trampling attack and move normally. A
sharper teeth and a stronger jaw and beady eyes in the sides of their trampled opponent takes 1d6+15 points of damage, with an 1d20+10
head. The Rhoa Kwi lacked the collective memory of the blue kwi, attack roll against the target’s Reflex defense. If the trample attack
but, unlike the blue kwi, could spit a neurotoxin like the spinneret of a fails, it deals half damage.
chasmal spider (see above).
55
Moog Pig Rodents

Dathomiri pig rodents, also


known as giant pig rodents or, in
the case of males, Dathormiri
boars, were gigantic herbivores
native to Dathomir. They were a
favorite prey of rancors, and
often served as bait in rancor
traps.
Males were vicious, sporting
Moog were small creatures indigenous to the planet Dathomir and tusks; horns; sharp, cloven
were the favored food of the Rancor. They were known to be quite hooves; long rodent-like tails;
difficult to catch as they were both swift and fast moving animals. and a thick coat of bristly fur.
Thus, the term to "play moog-and-rancor" refers to a situation in
which one party is kept chasing another.
Pig Rodent Boar CL 4
Moog CL 5 Small Jungle Beast 5
Small beast 6 Init +9; Senses Darkvision; Perception +8
Init +11; Senses Darkvision, Scent; Perception +9 Defenses Ref 18 (Natural armor +5, Flat-footed 16), Fort 13, Will 11
Defenses Ref 14 (Flat-footed 16), Fort 11, Will 11 hp 47; Threshold 13
hp 33; Threshold 11 Speed 4 squares
Speed 12 squares, 6 squares (burrow); Running Attack Melee Bite +5 (1d4+4) and
Melee Bite +7 (1d4+3) and Melee Slam +5 (1d3+4)
Melee 2 Claws +7 each (1d3+3) and Fighting Space 1 square; Reach 1 square
Melee Tail slash +7 (1d3+3) Base Atk +3; Grp +0
Fighting Space 1 square; Reach 1 square Atk Options Ramming Attack
Base Atk +4; Grp +2 Abilities Str 14, Dex 15, Con 16, Int 1, Wis 12, Cha 8
Atk Options: Frenzy, Running Attack, Weapon Finesse Special Qualities DarkVision, Ramming Attack
Abilities Str 10, Dex 17, Con 12, Int 2, Wis 13, Cha 9 Feats Skill Training (Perception), Skill Training (Survival)
Special Qualities: Darkvision, Frenzy, Scent Skills Initiative +9, Perception +8, Survival +8
Feats Running Attack, Skill Training (Initiative), Skill Training Ramming Attack When a Dathomiri boar makes a successful slam
(Perception), Weapon Finesse Skills: Initiative +11, Perception +9, attack at the end of a charge, compare the attack result to the
Stealth +11, Survival +9 target's Fortitude Defense. If it is higher, the target falls prone. This
Frenzy - If a moog comes within a 2-square radius of another moog only works if the target is medium-sized or smaller.
that has made a successful attack, the moog immediately enters a
frenzied state. In this state, the moog gains a +2 rage bonus on Purbole
melee attack rolls and melee damage rolls. The moog's frenzy lasts
for a number of rounds equal to 5 + its Constitution modifier. At the The purbole is an arboreal
end of its frenzy, the moog moves -1 persistent step along the simian native to the planet
condition track. The penalties imposed by this condition persist until Dathomir. Their coarse fur
the moog takes at least 10 minutes to recuperate, during which time is sparse around their faces,
it can't engage in any strenuous activity. A moog cannot be pulled out bellies, the front of their
of its frenzied state by making it friendly. torsos, and beneath their
Scent - Moogs ignore concealment and cover when making elbows and knees. Purboles
Perception checks to notice opponents within 10 squares and they live and hunt in packs in and
take no penalty from poor visibility when tracking (see the Survival around Dathomir’s tree tops
skill, SECR pg 73). and often hunt their land-
Perceptive - Moogs have Skill Training (Perception) as a bonus feat. bound prey from the forest
canopy, tracking them from
above before dropping down
to surround them.
Though their size and
"My rancor seeks flesh!" features give them the
appearance of being cute,
―A Nightsister they can be ferocious,
especially in a pack.

56
Purbole CL 3
Small arboreal Beast 4
Init +5; Senses low-light vision; Perception +8
Defenses Ref 14 (flat-footed 11), Fort 10, Will 11
hp 18; Threshold 10
Speed 4 squares
Melee bite +2 (1d4+1) or
Melee slam +2 (1d3+1)
Fighting Space 1 square; Reach 1 square
Base Attack +3; Grp +1
Abilities Str 8, Dex 17, Con 10, Int 5, Wis 12, Cha 6
Special Qualities Troop Hunter, low-light vision
Feats Skill Training x2
Skills Climb +6, Jump +6, Perception +8
Troop Hunter Purboles deal +2 points of damage on Successful
melee attacks against an opponent the Purbole is flanking.

Rancor

Rancors are large carnivorous reptomammals native to Dathomir and


at the apex of its food chain. They are usually brown, but some, such
as the mutant rancor, Jungle rancor, and the Bull rancor, differ in Many subspecies of rancors existed, both on Dathomir and other
color. Although found on other worlds, those from Dathomir are worlds, such as the Gnarled rancor and the Rancor Pygmy. Offworld
larger, stronger and more intelligent than others. They have been breeds have evolved into such distinct subspecies as the amphibious
used for many things, ranging from mounts for the Witches of Tra'cor of Socorro or the gigantic Tyrant rancor. An extremely rare
Dathomir to pets for crime lords such as Jabba Desilijic Tiure, who variant is the Bull rancor of Felucia, an ancient and near-mythical
also used one as a means of entertainment by dropping victims into beast that was marked by its paler flesh, elongated tail and immense
its pit. Rancors are also the source of the delicacy (or at least an horns that sprouted from its massive head.
edible meal) known as raw rancor-beast liver.
Several subspecies did not evolve naturally, but were instead bred,
That the rancors are semi-sentient often comes as a surprise to using either genetic manipulations or Sith alchemy. One such variant
unsuspecting offworlders. Whether they have made any independent was the Jungle rancor, that was quite different from its common
progress towards basic tokens of civilization like kindled fire or brethren and was found on worlds such as Teth. The Sith Lord
shaped tools is unclear, though their social system and lifestyle are Quorlac Fornayh used the Sith Alchemy to create Coloi, a rancor with
little different from those of many nonsentient animals: matriarchal lighter bones and large wings, who had the skin replaced with black
herds led by herd-mothers roam the landscape, hunting live prey for metallic plating that could serve as armor. Only one such creature
food. But they pass on their clan histories from generation to existed and was subsequently destroyed. The reborn Emperor
generation, and when they formed a symbiont circle with the planet's Palpatine also kept several alchemically altered Chrysalide rancors
Human population in the last centuries of the Galactic Republic, they at his Citadel on Byss in order to defend it.
adopted basic armor and weapons. In rare cases, some rancors
were sentient enough to be able to read and write, such as Tosh, Other mutant rancors, that were often unique and impossible to be
herd-mother of a rancor family that belonged to the Singing Mountain classified were encountered on several occasions. In 14 ABY a
Clan on Dathomir during the New Republic era. Tosh tried to teach mutant rancor was bred by the Disciples of Ragnos, who planned on
those skills to other rancors. releasing the beast in Taanab cities so that during the chaos they
could steal arms, credits, and other needed goods. The beast was
Rancors are attracted to mates by a smell or pheromones. While it is much larger than normal rancors, had green capsules on its back,
known that rancors do care for their young—usually born two at a could breathe a stream of green toxic gas and had an unnatural
time—they do not suckle and hatch from eggs like those of a reptile. green hue to its skin. However, once released, the rancor began
The 3-meter-tall hatchlings ride the mother, one dorsal, one ventral, attacking the Disciples themselves, who were unable to stop it, as
until maturity, though despite this nurturing nature, it is not entirely the mutant was immune to conventional weapons. Eventually it was
unheard of for a mother to eat her young. killed by a Jedi Jaden Korr, who managed to pin it between a force
field and a large crate on a conveyor belt.
Rancors walk on two relatively stubby legs, with longer forelimbs
used for catching prey, though they also walk on all fours at times Another example of a mutant rancor is the Undead Rancor, which
and have a short tail. A rancor's flat face is dominated by a large was mutated by Imperial Bioweapons Project I71A, and resided on
mouth full of razor sharp teeth. The skin of a rancor is tough enough Dathomir in the Imperial Quarantine Zone. This rancor was later
to deflect blaster bolts, making it an efficient killing machine and an killed by a group of spacers.
excellent source of leather for expensive vests and boots. Dathomiri
rancors have good night-vision, but their eyesight is not as sharp as
a Human's in daylight.
57
"The rancor is deadly and one of the most
hideous beasts I have ever encountered, best
described as a walking collection of fangs
and claws, with no thought other than to
kill and eat."

―Mammon Hoole

58
Rancor Subspecies

TRA’COR

59
Rock Dragon Sarlacc

The Dathomiri rock A Sarlacc is a massive creature


dragon is a large that hides under-ground and
reptile native to drags in passersby to slowly
Dathomir that digest them over several
possesses rough, centuries. Only the Sarlacc's
mottled skin that mouth peeks out of the ground,
allows it to blend in as a result, it gains improved
with rocky terrain. cover (already factored into the
Being reptiles, the Sarlacc's Reflex Defense) and
rock dragons are is extremely resistant to
egg layers and cold damage since all its vital organs
blooded, which are at least a dozen meters underground.
require them to
nest around the A prey of Large or larger size drawn into a Sarlacc’s mouth is
eggs to keep them warm. Their natural camouflage allows them to subjected to attacks until it is broken down into more manageable
blend in with their environment. A rock dragon’s diet consists of chunks. Medium and smaller creatures are simply stuffed into the
insects and plants but, when threatened, rock dragons can inject a Sarlacc's mouth, then carried along by esophageal action into its
powerful poison from a stinger to protect themselves. This poison primary stomach (to be digested immediately) or one of several
was strong enough to kill a fully grown rancor. secondary stomachs. Creatures in the primary stomach take a
cumulative 2d6 points of damage per round; they can escape back
Dathomiri Rock Dragon CL 14 through the alimentary canal by succeeding on an Acrobatics check
Large beast 14 opposed by the Sarlacc's Strength check (+9 modifier).
Init +6; Senses low-light vision; Perception +5
Defenses Ref 21 (flat-footed 21), Fort 21, Will 8 Victims in a secondary stomach fare somewhat better, because the
hp 229; second wind +57/114; Threshold 26 Sarlacc actually stores its meals in a sort of conscious suspended
Speed 8 squares animation until it is ready to devour them. Held tight to the stomach
Melee bite +22 (1d8+12) or lining by meterlong bondlike cilia (opposed Strength check to
Melee bite +20 (2d8+12) with Rapid Strike or escape), such a creature is exposed to somewhat weaker digestive
Melee bite +26 (1d8+19) with Powerful Charge or juices, taking a cumulative 1d6 points of damage each day.
Melee claw +22 (1d6+12) or Creatures in this predicament are sustained by the Sarlacc through
Melee claw +20 (2d6+12) with Rapid Strike or nutrients in its system that seep in through the vic tim's skin,
Melee claw +26 (1d6+19) with Powerful Charge or preventing the prey from dying of hunger or thirst.
Melee stinger +22 (1d6+12 and poison, see below)
Ranged by weapon +9 Sarlacc CL 12
Fighting Space 3x3; Reach 2 squares Colossal beast 13
Base Atk +10; Grp +27 Init +0; Senses tremorsense; Perception +10
Atk Options Bantha Rush, Improved Bantha Rush, leap attack, Defenses Ref 7 (flat-footed 7), Fort 28, Will 10
Power Attack, Powerful Charge, Rapid Strike, rend hp 234; DR 10; Threshold 83
Abilities Str 34, Dex 9, Con 32, Int 2, Wis 6, Cha 12 Speed 0 squares
Feats Bantha Rush, Improved Bantha Rush, Power Attack, Powerful Melee 9 tentacles + 18 each (special) and bite +18 (4d6+ 15)
Charge, Rapid Strike Fighting Space 6x6; Reach 4 squares
Skills Jump +24, Stealth +6 Base Atk +9; Grp +38
Camouflage - ignores its size modifier when making Stealth checks. Atk Options Pin
Low-light vision- Ignore concealment (but not total concealment) Abilities Str 28, Dex 10, Con 44, Int 2, Wis 8, Cha 7
from darkness Special Qualities camouflage, tentacle grab, tremorsense
Leap Attack- As a full-round action, make a leap attack at the end of Feats Improved Damage Threshold, Improved Defenses, Pin, Skill
a charge of at least 2 squares to allow all claw attacks against a Training (Stea lth), Toughness
single opponent \ Skills Perception + 10, Stealth + 11
Rend- If successful with both claw attacks in one turn, can rend Camouflage-A Sarlacc ignores its size modifier when it makes
opponent for additional damage (2 extra dice) Stealth checks.
Poison- If a rock dragon deals damage to a living target with its Tentacle Grab-If a Sarlacc hits with one of its tentacles against a
stinger as a full-round action, the target is also poisoned. If the Huge or smaller opponent, it can automatically make a grapple check
poison succeeds on an attack roll (1d20+5) against the targets with its tentacle attack at its full bonus (even if it has already taken a
Fortitude Defense, the target takes 1d6 points of damage and moves fullround action). If the grapple check is successful, the Sarlacc can
-1 step along the condition track. If the attack fails, the target takes make an opposed grapple check each round to move the grappled
half damage and doesn't move along the condition track. The poison creature 1 square closer, until it pulls the creature into its maw.
attacks every minute until cured with a DC 15 Treat Injury check. Tremorsense-A Sarlacc automatically senses the location of
anything that is in contact with the ground and within 100 squares (no
Perception check required).
60
Sarlacc Encounters Scissorfist

Albeit the most famous, the Sarlacc found on Tatooine is neither the Scissorfists were a
sole example of nor typical of the species. The Sariacc is most at species of large,
home in damp environments, such as swamps and bogs. However, aquatic crustacean
being hardy and adaptable, Sarlaccs can be found in almost any scavengers found
terrain. Because they are stationary crea tures, encountering a in and around the
Sarlacc is more akin to a terrain hazard than a fight with a beast – in fresh waters of
order to fight a Sarlacc, you have to travel to where it lairs. Dathomir. Jutting
from beneath their
The Sariacc can be an obstacle for the heroes to overcome if they hard shells, they
are charged with retrieving something (or someone) trapped with in had ten legs, two
the gullet of this enormous beast. In addition to the hazards involved enormous, razor sharp claws, and eyestalks. The Scissorfists Clan
in tryin g to get to the remote location where a Sarlacc resides, the was named after the creature.
heroes must then figure out how to get inside the beast and back out
again without becoming a meal. Scissorfist CL 4
Medium aquatic beast 5
On planets other than Tatooine, a Sarlacc might serve as a "sacred Init +2; Senses Low-light Vision; Perception +2
area" where the natives go to dispose of their criminals, pariahs, or Defenses Ref 15 (Natural armor +5, Flat-footed 15), Fort 13, Will 10
cursed items. In such a case, any individuals caught harming a hp 38; DR 5; Threshold 13
Sarlacc might find themselves tossed inside by angry natives. Speed 6 squares (walking), 6 squares (Swim)
Melee claws +6 (1d8+5)
Saurian Flier Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +13
Saurian fliers are a species of Abilities Str 16, Dex 11, Con 16, Int 2, Wis 10, Cha 10
winged reptavians native to Special Qualities Aquatic traits, Sturdy Carapace
Dathomir. Covered in dark blue Feats Skill Training (Stealth), Skill Training (Climb)
hide their elongated heads Skills Stealth +7, Survival +7, Climb +10
have a large, fang-filled maw, Aquatic- Cannot drown in water, does not need to make swim
sport a bony crest on the crown, checks and has low-light vision.
and have a hide-covered, horn- Sturdy Carapace- Scissorfists take no damage from being
like protrusion above each of its Swallowed Whole.
glowing, red eyes. Some
saurian fliers are hunted for their Shear Mite
meat and hide. Larger varieties
of saurian fliers have been Shear mites are a large insect native to Dathomir
trained as mounts. known to construct hives. Their name originates
from their powerful razor-sharp mandibles used
Saurian Flier CL 4 in conjunction with a powerful acid to consume
Medium beast 5 solid rock. The female of the species secretes a
Init +6; Senses Perception +2, Darkvision powerful adhesive that acts in a manner similar
Defenses Ref 19 (flat-footed 15), Fort 11, Will 10 to cement and is considered the strongest known substance of its
hp 28; Threshold 11 kind in the galaxy.
Speed fly 8 squares, walk 4 squares
Melee ram (charge attack) +11 (1d6+1) plus Bantha Rush or Shear Mite Swarm CL 3
Melee bite +7 (1d6+1) Tiny beast Swarm 3
Fighting Space 1x1; Reach 1 square Init +5; Senses darkvision; Perception +1
Base Atk +3; Grp +4 Defenses Ref 16 (flat-footed 12), Fort 8, Will 10
Abilities Str 13, Dex 18, Con 12, Int 2, Wis 11, Cha 10 hp 22; Threshold 18
Special Qualities Howl, Darkvision, Bantha Rush Speed 6 squares
Feats Powerful Charge, Weapon Finesse, Forceful Flier Melee mandibles +7 (1d4)
Skills Survival +7 Fighting Space 1 square; Reach 1 squares
Howl – As a StAct, make an Atk roll at 1d20+6 vs. Will of all targets Base Atk +2; Grp +7
within 12 sq. to move target -1 step on CondTrack. A single target Abilities Str 10, Dex 19, Con 6, Int 2, Wis 10, Cha 9
cannot be affected by more than one reptavian’s howl per turn. If this Feats Weapon Finesse, Running Attack, Skill Training (Jump)
ability pushes the target to the end of the CondTrack, instead of Skills Jump +2, Perception +1 (may reroll, keep 2nd), Stealth +15
falling unconscious, target falls prone and may not take any actions. Subterranean- May reroll Perception checks, but keep the second
This is a mind-affecting effect. result even if worse; darkvision
Forceful Flier- A Saurian Flier gains Bantha Rush as a free feat. Swarm Traits - All melee attacks are considered melee area attacks
and affect all squares within reach. Area attacks do 2 extra die of
damage against a swarm.
61
Sparkfly Ssurian CL 8
Large Beast 9
Sparkflies were small flying insects native Init +6; Senses Low-light Vision; Perception +11
to the planet Dathomir. They had bio-electric Defenses Ref 20 (Natural armor +8, Flat-footed 18), Fort 22, Will 13
luminescent bodies, which were used to hp 95; Threshold 20
signal other members of their species. The Speed 6 squares
pointed end of their abdomen could release Melee 2 Claws +14 each (1d6+12) and Melee Bite +14 (1d8+12) or
a debilitating electrical charge. Although a Melee Bite +14* (1d8+20) with Powerful Charge
single shock would only leave a mild burn, Fighting Space 2x2; Reach 1 square
multiple stings from even a small swarm could kill a Human. In 43.5 Base Atk +6; Grp +19
ABY, Nightsisters used the Force to control swarms of sparkflies to Atk Options Lashing Tail, Pin, Power Attack, Powerful Charge
attack the Broken Columns Clan and the Raining Leaves Clan during Abilities Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 14
their conclave. Feats Improved Defenses, Pin, Power Attack, Powerful Charge
Skills Perception +11
Sparkfly Swarm CL 3 * Includes 2 points of Power Attack
Tiny beast Swarm 3 Howl– As a StAct, make an Atk roll at 1d20+6 vs. Will of all targets
Init +5; Senses low-light vision; Perception +1 within 12 sq. to move target -1 step on CondTrack. A single target
Defenses Ref 16 (flat-footed 12), Fort 8, Will 10 cannot be affected by more than one reptavian’s howl per turn. If this
hp 22; Threshold 18 ability pushes the target to the end of the CondTrack, instead of
Speed 6 squares falling unconscious, target falls prone and may not take any actions.
Melee stinger +4 (1 point + electrical shock, see below) This is a mind-affecting effect.
Fighting Space 1 square; Reach 1 squares
Base Atk +2; Grp +4
Abilities Str 10, Dex 15, Con 6, Int 1, Wis 10, Cha 9 Verne
Feats Weapon Finesse, Running Attack, Skill Training (Climb)
Skills Climb +2, Perception +1 (may reroll, keep 2nd), Stealth +12 The Verne are hooved,
Electroshock charge- any successful stinger attack that also strong-legged and fast
exceeds the target’s Fort defense delivers 2d8 stun damage running herd animals
Swarm Traits - All melee attacks are considered melee area attacks native to the planet
and affect all squares within reach. Area attacks do 2 extra die of Dathomir. They are
damage against a swarm. hunted mainly for their
leathery hides, which are
Ssurian covered with a heavy
coat of coarse brown, tan
Ssurians were and white fur. Their meat
major predators on is considered gamey.
Dathomir. Their On the bulls, six horns
hides were so protrude from the back of
thick and their their elongated head, two
teeth and horns so particularly longer than
sharp that most the rest.
creatures, even
larger ones would
often simply avoid Verne
a ssurian rather Medium beast 4
than fight. Init +5; Senses Perception +9
The fearsome, Defenses Ref 14 (flat-footed 11), Fort 11, Will 12
ear-splitting shriek hp 22; Threshold 11
of the ssurian’s Speed 8 squares
hunting call and Melee gore +5 (1d6+4) or
territorial warning Melee gore +7 (1d6+6) with Powerful Charge
struck fear into the hearts of all who heard it, prey, predator or Base Atk +3; Grp +6
otherwise. The ssurian’s howl was the inspiration for the Nightsister Atk Options Powerful Charge
spell known as the Scream of the Ssurian, a variant of the Force Special Actions sprint
Scream Force Power. Abilities Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 8
Feats Powerful Charge, Skill Training (Perception)
Skills Jump +9, Perception +9
Sprint -- Once per encounter, as a free action a verne can double its
speed for 1 round. The verne moves –1 step along the condition
track at the end of the turn on which it uses this ability.

62
Veshet Voritor Lizard

The Veshet are A voritor lizard was an


a large rodent aggressive, poisonous reptile
species on found on Dantooine and
Dathomir. They Dathomir. The average
have been found voritor was two meters long,
by xenobiologists with a fan-like dorsal spike.
to be relatives of When one decided to attack,
the Womp rats of it charged its target with
Tatooine. The incredible speed. Voritor
Veshet has a lizards were the mounts of
keen sense of the Nightsister sentries
smell, making known as the Sisters of the
them excellent trackers that can hunt prey across long distances. Voritor.
Veshet can also easily be trained to attack on command or upon
smelling a certain scent on their target. This made them popular Voritor Lizard CL 7
assassination tools during the days of the Old Republic. Medium beast 7
Init +14; Senses Perception +8
Veshet CL 2 Defenses Ref 21 (flat-footed 15), Fort 13, Will 10
Medium nocturnal beast 3 hp 52; second wind +13/26; Threshold 13
Init +1; Senses dark vision; Perception +7 Speed 8 squares
Defenses Ref 12 (flat-footed 12), Fort 12, Will 11 Melee 2 claws +9/+9 (1d4+4) and bite +9 (1d6+4 and poison) or
hp 25; Threshold 12 Melee bite +13 (1d6+7 and poison) with Powerful Charge or
Speed 6 squares Fighting Space 1x1; Reach 1 square
Melee bite +3 (1d6 +2) Base Atk +5; Grp +11
Fighting Space 1 square; Reach 1 square Atk Options Power Attack, Powerful Charge
Base Atk +2; Grp +3 Abilities Str 18, Dex 23, Con 16, Int 2, Wis 10, Cha 8
Abilities Str 12, Dex.lO, Con 14, Int 2, Wis 12, Cha 8 Feats Power Attack, Powerful Charge, Skill Training
Special Qualities low-light vision, overwhelm Trained Skills Initiative +14, Perception +8
Feats SkilI Training (Endurance), Toughness Untrained Skills Acrobatics +9, Climb +7, Endurance +6, Jump +7,
Skills Endurance +8, Perception +7 Stealth +9, Survival +3, Swim +7
Overwhelm- Veshets gain a +2 bonus to melee attack rolls for each Poison- If the bite attack deals damage to a living target, the target is
adjacent allied veshet. also poisoned. If the poison succeeds on an attack roll (1d20+8)
against the target’s Fortitude Defense, the target moves -1 step
Veshet Pack CL 4 along the condition track. The poison attacks each round until cured
Large desert beast pack 3 with a successful DC 15 Treat Injury check.
Init + 1; Senses low-light vision; Perception +7
Defenses Ref 11 (flat-footed 11). Fort 12, Will 11
hp 26; Threshold 22 Whuffa Worm
Speed 6 squares
Melee bite +3 (ld6+2)
Fighting Space 2x 2; Reach 1 square
Base Atk +2; Grp +8
Abilities Str 12, Dex 10, Con 14, Int 2, Wis 12, Cha 8
Special Qualities low-light vision, overwhelm, pack traits
Feats Skill Training (Endurance), Toughness
Skills Endurance +8, Perception +7, Stealth -4
Overwhelm- Veshet packs gain a +2 bonus to melee attack rolls for
each adjacent allied veshet pack.
Pack Traits-The melee attack of a veshet pack is an area attack that
affects all squares within reach. The ranged attacks of a veshet pack
are considered to have a 1-square splash. Area attacks deal an extra
2 dice of damage against a pack or swarm. Whuffa worms are long worms native to Dathomir. They are smart
and have hydrostatic skeletons. Giant whuffa worms were employed
by the Kwa to act as Temple Guardians for the Infinity Gate. Thinner
whuffa worms were hunted by the clans of Dathomir in extensive
rituals. The clans on Dathomir used their skin to make their armor
and dried hide as rope.

63
The giant Whuffa worms employed by the Kwa as Temple
Guardians, also known as the Chamber Guardians, were larger and
semi-sentient. The Kwa decreed that anyone who killed a Temple
Guardian must replace it as the new Temple Guardian. The blue-
skinned Kwi, degenerated descendants of the Kwa, have been
implanted with this memory, and will telepathically communicate this
ancient decree to anyone who kills a Temple Guardian.

Whuffa Worm CL 10
Huge beast 10
Init +6; Senses Perception +11
Defenses Ref 19 (flat-footed 18), Fort 17, Will 11
hp 115; Threshold 27
Speed 6 squares
Melee bite +14 (2d6+12) or
Melee bite +18 (2d6+17) with Powerful Charge
Fighting Space 3x3; Reach 2 squares
Base Atk +7; Grp +24
Atk Options Crush, devour, Pin, Power Attack, Powerful Charge
Abilities Str 24, Dex 12, Con 24, Int 2, Wis 12, Cha 12
Feats Crush, Pin, Power Attack, Powerful Charge
Skills Acrobatics +6, Climb +12, Deception +6, Endurance +12,
Initiative +6, Jump +12, Perception +11, Persuasion +6, Stealth -4,
Survival +6, Swim +12 Quinlan Vos and the maleling slaves of Zalem’s Nightsisters struggle to
Devour-If a whuffa worm hits with its bite attack against a large or subdue a Temple Guardian
smaller opponent, it can make a grapple check (+14) as a free action.
If the grapple check succeeds, the whuffa worm begins devouring its
target. The creature being devoured takes 1d8+12 points of damage
each round at the start of its turn before it takes any actions. When
the creature reaches 0 hit points, it is swallowed by the whuffa worm
and continues to take 1d6 points of acid damage each round at the
start of its turn. The whuffa worm cannot make bite attacks until it
releases the creature (a free action) or swallows it.

Giant Whuffa Worm Temple Guardian CL 13


Huge beast 10, Soldier 3
Force Points 6 "We are close now, Vonya, to freedom
Init +6; Senses Perception +11 from our miserable prison planet. And
Defenses Ref 20 (flat-footed 19), Fort 19, Will 11
hp 156; Threshold 27 when we open the gate, we will have
Speed 6 squares power beyond measure... The power of
Melee bite +14 (2d6+14) or the elder gods!"
Melee bite +18 (2d6+19) with Powerful Charge
Fighting Space 3x3; Reach 2 squares
Base Atk +7; Grp +24 ―Mother Zalem, to Nightister Vonya
Atk Options Crush, devour, Pin, Power Attack, Powerful Charge
Abilities Str 24, Dex 12, Con 24, Int 4, Wis 12, Cha 12
Feats Crush, Pin, Power Attack, Powerful Charge, Armor Proficiency
(Light), Running Attack
Talents Melee Smash, Stunning Strike (move target add’l -1 on CT)
Skills Acrobatics +6, Climb +12, Deception +6, Endurance +12,
Initiative +6, Jump +12, Perception +11, Persuasion +6, Stealth -4,
Survival +6, Swim +12
Devour- with any successful bite attack against a large or smaller
opponent, make a grapple check (+14) as a free action to devour the
target. A devoured target takes 1d8+12 points of damage each round
at the start of its turn before it takes any actions. When the target
reaches 0 hit points, it is swallowed by the giant whuffa worm and
continues to take 1d6 points of acid damage each round at the start
of its turn. The giant whuffa worm cannot make bite attacks until it
releases the creature (a free action) or swallows it.
64
MINI-ADVENTURE: DARK WORLD OF DATHOMIR the direction of an ancient Kwa Star Temple. They must travel
overland, following the trail, using the Overland Travel Skill
―Dark World of Dathomir‖ is a mini-adventure designed for 4th-level Challenge below.
heroes that involves the Star Temples of the Kwa (see Dathomir
Gazetteer And Historical Timeline, supra). In this scenario, the SENTIELS AT THE BORDER
heroes are enlisted by the Wandering Brook Clan to retrieve their
stolen maleling slaves from the marauding Blood Moon Nightsister If the heroes succeed in reaching the Star Temple, they are
clan, who are using the malelings to excavate and gain entry to a intercepted approximately a half-kilometer from the pyramid by a trio
Kwa Star Temple. of sentinels, Sisters of the Voritor and their mounts (see Allies and
Opponents, supra). The Sisters of the Voritor will attempt to take the
ADVENTURE OUTLINE PCs alive, disarm them and bring them as slaves to the excavation
site, but will kill the heroes if necessary.
After one of the members of the Wandering Brook Clan discovers
that the clan’s malelings have inexplicably disappeared from their RAIDERS OF THE STAR TEMPLE
proximity shield pen overnight, she raises a clarion call to her sister
witches and their Clan Mother, Vicia. Vicia tasks the PCs with finding If the heroes defeat or elude the Sisters of the Voritor and make their
the escaped malelings. The heroes depart from the encampment of way to the Star Temple, they will see an enormous excavation site
the Wandering Brook Clan into the jungle, where they find telltale erected by a large contingent of Nightsisters of the Blood Moon Clan.
tracks leading to a Kwa Star Temple. Surrounding the temple is an Clan Mother Cudela is not physically present, but watches through a
enormous excavation project by a large contingent of Nightsisters of crystal ball affixed as the headpiece to a staff carried by one of the
the Blood Moon Clan, who are using the stolen malelings to remove Nightsisters. The Nightsisters have recently returned to the
an enormous stone slab that has crushed and killed the Nightbrother excavation site with the stolen malelings to force them to remove an
slaves that had previously attempted the task, and that blocks the enormous stone slab that has crushed and killed the Nightbrother
entrance to the temple antechamber. slaves that had previously failed at the task. The stone slab sits
askew atop the broken corpses of the Nightbrothers, and blocks the
Once the Blood Moon Nightsisters manage to open the Temple entrance to the temple antechamber. (Some PCs may be among the
antechamber, they quickly go inside, herding the stolen malelings kidnapped malelings. If so, each enslaved PC must succeed at a DC
ahead of them. Inside, a Kwa curatrix is frozen in stasis on a dais, 15 Endurance check or suffer a persistent -1 step on the Condition
where she has remained for a hundred thousand years. Opening the Track from fatigue due to helping remove the stone slab. The
temple begins the deactivation sequence of the stasis chamber, and persistent condition can only be removed with an hour of rest.)
summons the giant Whuffa worm Guardian from its catacombs
fathoms below the pyramid. The heroes must deal with the Once the maleling slaves succeed in removing the stone slab, the
Nightsisters and the Kwa curatrix, for better or for worse, and fend off Nightsisters enter the Temple antechamber, herding the malelings
the giant Whuffa worm Guardian. The Nightsisters want to kidnap ahead of them. This activates the ancient, enigmatic workings of the
the Kwa and take her back to their encampment, along with the Star Temple, causing energy braziers to light the inside of the
malelings they stole from the Wandering Brook Clan, and torture her Temple. Beyond the antechamber, a Kwa is frozen in stasis on a
for the secrets of the Infinity Gates. dais. She is the curatrix of the Star Temple and has been in her
hibernation chamber for a hundred thousand years. Opening the
THE CLARION CALL temple begins the deactivation sequence of the stasis chamber, and
summons the giant Whuffa worm Guardian from its catacombs
On the way to her meditation site for Salutations to the Morning fathoms below the pyramid. The heroes must deal with the
Flame, a Dathomir witch of the Wandering Brook Clan (this character Nightsisters and the Kwa curatrix, for better or for worse, and fend off
may be one of the PCs) discovers that the clan’s malelings have the giant Whuffa worm Guardian. The Nightsisters seek to kidnap
inexplicably disappeared from their proximity shield pen overnight. the Kwa curatrix and take her back to their encampment, along with
She can sense no trace of them anywhere. Raising a clarion call to the malelings they stole from the Wandering Brook Clan, and torture
her sister witches and their Clan Mother, Vicia, the coven convenes her for the secrets of the Infinity Gates. If they are unable to glean
and can neither find any physical trace of the egress of the stolen any information from the Kwa prisoner, they will attempt to cut off her
slaves nor sense them through Allyan Magic. Vicia then convenes a hand and use it as a key to gain entry to the subterranean passages
meeting of the PCs, whomever they may be – favored, capable beneath the pyramid and activate the Infinity Gate to learn its
malelings who have proven themselves in the past and were secrets, escape Dathomir, and possibly threaten the Galaxy.
separately kept from the stolen slaves, fellow witches of the coven or
an allied clan, or hired off-world mercenaries – with finding the The Kwa curatrix / curator may be a player character, however,
escaped malelings. Vicia will lend the heroes horses or some given the Kwa’s later appearance in the adventure, the player will
comparable riding beast, if they do not already have a mount. miss out on the skill challenge and the initial combat against the
Sisters of the Voritor. A personal skill challenge may be utilized
The heroes depart from the encampment of the Wandering Brook to escape stasis. The Kwa may, however, participate in the
Clan into the surrounding jungle. If any of the party succeeds at a combat against the other Nightsisters in the temple, and against
trained DC 15 Survival check to Track, they will notice the telltale trail the Whuffa worm Guardian, who will attack any intruders,
of a large contingent of people, accompanied by beasts, heading in including the Kwa, indiscriminately.
65
ENCOUNTER Powers) in her suite that require line of sight. She is considered
located in the square occupied by the scrying stone for purposes of
Challenge Level 3 range and distance of target. Once the Kwa curatrix is freed from
SETUP: This encounter serves as the climax of "Dark World of stasis, however, she will devote the large majority of her actions to
Dathomir," the mini-adventure introduced on the previous page. attempting to persuade, intimidate or Mind Trick the Kwa into serving
If the heroes manage to find the trail of the Nightsisters heading the Nightsisters.
toward the Star Temple, they can travel to through the jungle using
the Overland Travel Skill Challenge below. The Giant Whuffa worm (see the Native Beasts section of the Allies
and Opponents chapter, supra) will reach the ground floor of the
Skill Challenge: Overland Travel temple in 5 rounds. Once it appears, through the giant pit in the
This skill challenge represents traveling across a dangerous jungles center of the temple, however, Cudela will devote the large majority
of Dathomir. of her turns to attacking it with her spells.
CL 3
Features of the Area
Complexity: 1 (5 successes before there are no skill DCs below DC
34)
The Kwa’s statis chamber sits atop the dais. The black marks on
Suggested Skills: The following are suggested primary skills for this
the map are ceiling-high walls except for the black square just
ski ll ch allenge:
below the center of the floor relief in the middle of the map. This
Endurance [DC 16}: The heroes can attempt to push on even when
black square represents a bottomless pit through which the
fa tigu ed, using less water and fewer supplies and shortening their
Whuffa worm will enter. The rivers of blue fluid are runoff from
trip by setting a more brisk pace.
the deactivating stasis chamber, creating rough terrain.
Knowledge (life sciences) or Knowledge (physical sciences) [DC 76}:
The heroes can identify hazards and dangerous wildlife, avoiding
potential threats to their safety.
Perception [DC 27]: The heroes can try to plot a course by identifying
major landmarks and using those sights to make sure that they
remain on the correct path.
Survival [DC 76}:The heroes can attempt to find safe trails and
scavenge for more supplies to ease the burden on their resources.
Treat Injury [DC 27}:The heroes can try to treat each others' fatigue
and injuries, ensuring that they continue on at a good pace across
the dangerous land.
Challenge Effects: The following are suggested challenge effects for
this skill challenge :
Degenerating: Each failure increases the difficulty of all skill uses by
one step (from DC 16 to DC 21, from DC 21 to DC 26, from DC 26 to
DC 29, and from DC 29 to DC 34). Each success reduces the di ff
iculty of al l skill uses by one step, but no further than the original DC
of each skill.
Extreme Success: A hero who succeeds on a skill check by 10 or
more earns two successes instead of one.
Success: The heroes reach the perimeter of the Star Temple
excavation site safely.
Failure: If the heroes accrue enough failures to shift all skill DCs to
34, they fail the challenge and become lost in the wilds of Dathomir,
and potential prey for any of the native fauna. Each hero also loses
one second wind and gains a persistent condition that can be
removed only by eight hours of rest. As long as the persistent
condition remains, the heroes lose one second wind each day.

The Nightsisters

Use the stat blocks for Sisters of the Voritor in the Allies and
Opponents chapter. Those among the remaining Nightsisters who
are combatants may be portrayed with the Nightsister Hunter stat
block. Conclusion

Mother Cudela, who is able to see the scene through the crystal ball If the heroes rescue the Kwa, they will have gained a powerful ally. If
affixed to a staff carried by one of the Nightsisters, may be they are captured alive by the Nightsisters, they will be enslaved.
represented with the generic Nightsister Clan Mother (CL 15) stat Their escape from captivity may be a separate adventure of its own.
block. Using the scrying stone, she may cast any spells (Force
66
INDEX

Allyan Magic ..10, 11, 15, Kwa ..4-6, 14, 19-21, 23, Sister of the Voritor ..46, Appendix: Native fauna
65 26, 41, 55, 63-66 63, 65-66
Army of the Dead ..29 Sisters of the Void ..22 Artery worm ..49
Aspect of the Storm ..11 Lizard Keeper ..41 Speed of the Toocha ..11 Bane back spider ..49
Spell of Interpretation ..11 Baz nitch ..9, 49
Battle of Dathomir (First) .. Maleling ..5, 15, 41, 48, Spirits ..10-11, 16-17, 27, Bolle bol ..50
20, 21 64-65 44, 46 Bolma ..17, 50
Battle of Dathomir (Clone Mesmerism ..11 Spirit ichor ..9-10 Brackaset ..17, 50
Wars) ..21 Mindspeech ..11 Star Temple ..5-6, 19-21, Burra fish (swarm) ..51
Battle of Dathomir Mother (title) ..10-11, 13, 26, 55, 65-66 Chasmal spider ..51
(Galactic Civil War) ..22 16-17, 21-22, 27, 29, 31, 37, Surge of the Brier ..11 Chiroptix ..11, 51
Battle of Dathomir (Great 41, 43, 45-46, 65-66 Dathomiri boar ..56
Galactic War) ..24 Talisman of Age ..16 Drebbin ..19, 51
Beastwarden ..39, 40 Nightbrother ..4, 12, 16, Talisman of Finding ..16 Eollu ..17, 52
Blood Trail ..42 21, 41-42, 65 Talisman of Resurrection Gaping spider ..51-52
Blue Desert People ..20, Nightsister 4-5, 9-18, 20- ..10, 16 Gibbit bird ..9, 53
55 27, 29-30, 34, 37, 39-41, 43, Talisman of Horse ..7, 53-54
Blue Mountain People ..55 49, 52, 55, 62, 64-66 Transformation ..16-17, 52 Kamurith ..54
Book of Law ..4, 11, 20 Nightsister Bloodline Skull Talisman of the Bolma ..17 Kiin'Dray ..11, 52
Book of Shadows ..4, 11 ..15 Talisman of the Brackaset Kodashi viper ..9, 54
Brother (title) ..21 Nightsister Force Crystal ..17 Kolef lizard ..9, 55
..15 Talisman of the Burra Fish Kwi ..4, 16, 19-22, 24, 26,
Carnage beret ..14 Nightsister armor ..14 ..17 27-28, 41, 55, 64
Chain-sickle ..12, 43 Nightsister crystal ball ..10, Talisman of the Eollu ..17 Malkloc ..55
Chant of Resurrection ..9, 15, 65-66 Talisman of the Raven Moog ..9, 56
11, 16 Nightsister dagger ..12, 45 ..10, 16-17 Pig rodent ..56
Chazrach ..6 Nightsister energy bow Temple Guardian ..(see Purbole ..19, 56
Control web ..11 ..13, 37, 44 Guardians) Rancor ..4, 7, 10, 19-22,
Council of Sisters ..24 Nightsister energy lance Test of Elevation ..21 24, 27, 39, 51, 53, 55, 60
..12 Test of Fury ..21 Rancor, gnarled ..57
Dagger (title) ..45-46 Nightsister armguard ..14 Test of Night ..21 Rancor pygmy ..57
Dathomir amber ..14 Totem of Familiars ..17 Rhoa Kwi ..55
Dathomiri species ..4-6 Omogg ..4-5, 24 Totem of the Elementals Rock dragon ..60
Dathomiri language (see ..17 Sarlacc 44, 60-61
Paecian) Paecian ..5, 31-35, 37, 39, Touch of Kiin'Dray ..11 Saurian flier ..61
Dathomiri spider silk ..14 44-45, 47-48 Scissorfist ..61
Drackmarian ..4-5, 20-22, Paecian Empire ..4, 20 Ubrikkian speeder ..18, 48 Shear mite (swarm) ..19,
24 Pike ..12, 41, 45 61
Proximity shield ..15, 65 Warrior (Witch) ..5, 20-22, Sparkfly (swarm) ..62
Ears of the Chiroptix ..11 25, 29, 44-46 Ssurian ..11, 17, 62
Elder gods ..10 Reptoid ..6 Water of Life ..10 Verne ..62
Revitalization of the Whuffa leather ..14-15 Veshet ..11, 63
Familiar (Magical) ..9, 15, Whuffa ..11 Wild Hunt ..27 Voritor lizard ..7, 46, 63
17 Wild Power ..10, 13, 16- Whuffa worm ..14-15, 19,
Scream of the Ssurian 17, 27 26, 63-66
Guardians ..6, 14, 19-21, ..11, 62 Witch-Queen ..10, 24, 27,
26, 63-65 Selection ..21 40-41
Sense of the Veshet ..11 Witches of Dathomir ..4, 7,
Hunter ..13, 34, 43, 44, 66 Shadow killer ..46-47 8, 10-15, 20, 222, 24-25, 27,
Shaman ..10-11, 16, 19, 30, 43-44, 49, 53, 57, 65
Infinity Gate ..4-6, 10, 14, 27, 44, 46
19-21, 24-26, 41, 55, 63, 65 Sister (title) ..10-11, 16, Zsinj ..5, 22-24, 27
23-24, 44
Key of Exile ..15, 27

67

You might also like