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Fisto's Codex

FISTO'S CODEX
BaelishPasta -
CREDITS:
I've done most general layout work using Galiphile's Anooba Wampas Orbalisk Mynock Shyracks Ysalimir
template for SW5E, along with descriptions (usually,
Krayt
mostly from Wookipedia) and all Lair information. The Hssiss Kaleesh Tuk'ata Terentatek Wraid
Dragons
speci c monster blocks were created or inspired by
those listed below (often with modi cations from me, Pelko Imperial Knobby White
K'lor'slug Ronto Lylek
and often with collaboration on the discord). If I've Bugs Guards Spider
missed anyone or gotten something wrong, please let
me know. I'll keep this page updated even as things
move into the o cial Scum & Villainy guide. Also, cascadecascade -
Cudo's to O WorldHero for doing a lot of the art cut-
outs to make this book look so good. Legendary Mandalorian

ART CREDITS Collian Andor -


u/Thornefield -
Mad Scientist Lab-Tech Senior Scientist Researcher
Sith Warrior

Dangerous Video -
Mavid Finklebottom -
MagnaGuard Sentinel
Combat Combat Engineer, Dark
Engineer Junior Aspirant darthrevan1128 -

AT-DP AT-PT Sapper Trroper Field Medic Trooper


STATBLOCK CREDITS
Aeryn - Drake Ryzer -

Imperial Mandalorians
Voxyn AAT T'landa Til Yammosk FireBreather
Knights
Black Noghri
Black Sun Armstech
Jensaarai Smugglers Sun Lethal
HRD Specialist Fordragon -
Vigo Assassin
Jedi Jedi Flutterplume
Jedi Jedi Vaapad
Jedi Knights Chosen Grand Dark Acolyte
Padawans Master
One Master
First fynikz -
Master Jedi KelDor Baron Galactic
Order
Tactician In ltrator Jedi Administrator Senator
Warlord O cer, O cer, Combat Engineer, Explosives Field
Junior Senior Junior Expert Medic
Killiks Nightsisters Zuckuss

Steev Palpatine / Galiphile -


Aziz -
Trooper Demolitions
DSD1 Super Acklays Banthas Dewbacks Trooper
Combat Droid Junk Repair Captain Trooper
Spider Tactical
Engineer Tank Droids Droid
Droid Droid Flame Headhunter Heavy Jetpack Scout
Vehicles
Trooper Trooper Trooper Trooper Trooper
Basilisk
Sith Sith War Sea
Leviathan War Probe 3PO Series C1-Series
Necromancer Zombies Wyrm Leviathan Kaadu Reeks Rancors
Droid Droids Droid Astromech
Kowakian
Destroyer IG Assassin
Porgs Monkey- Varactyls HK-47
Droids Droids
Lizard
Gundark Most of B-1 B-2 BX Tusken
Alpha Appendix B Droids Droids Droids Raiders

2
Hawk1113 - LordFontijn -

Cyborg Khagan Kell Dragon

illegalman - Mishy -

Sith Mastermind Sith Cyborg Yuuzhan Vong Gamorrean Gamorrean Excavation


Minion Warrior Droid

Jahn Wang -
nate_ndo -
Gonk Droids
Battle
Aiwha Aryx Blurrg Boar Wolf
Jawa - Hydra
Bog Bor Clod Condor Adult
Dragonsnake
Trandoshans Wings Gullet Hopper Dragon Dianoga
Ewok Energy Fexian
Eopies Fambaa Fathier
Helcack - Ponies Spiders Skullborer
Fyrnock Geejaw Ghest Gizka Gorax Gundarks
Salvagers
Hawk-
Gutkurr Vornskr Worrt Wyyyschokk
bat
Rick Fisto / Legobis -

SD-K4
Abeloth
Awakened
Assasin Probe Killers BT-1
Noxlux013 -
Plants
Droid
B'omarr Rock Security Cargo
Battle Scurrier
BB-Series R2-Series Grapple Cantina Monks Wart O cer Ski
Droid
Astromech Astromech Droideka Brawl
Squad
Droid Nozzi-chan -
Dark Force Death Adolescent
Crowd Star
Spirit Troopers Dianoga
Fighters Geonosians
NR-N99 Emperor's Squad of
Exogorth Force Storm
Droid Tank Hand Troopers
TX-225A Nusaka -
Shore Sniper Mounted
AT-TE Occupier
Trooper Trooper Troopers
Tank Jedi Jedi Jedi Jedi
Imperial Sith
Padawan Knight Knight Master
Imperial Admiral Triumverate
Grand Urchin Rebel Survivor Rebel
Hutts Security Inquisitorious Jawas
Admiral
Bureau Sith
Sith'ari Bendu Bogan Ewoks
Usurper
Mistryl
Jedi Jedi
Jedi Ronin Mole Serpent Shadow
Commander Younling
Guards
Overworldgaming -
Re-
3PO with Dwarf Sando Aqua
Programmed Sarlacc
000 Protocol Rathtar Monster The Ones
LOM
Security Sith Sith Tracker
Speeders
Droids Blademaster Duelist Droids
Ramz-E -
1.4 FD Sonic
DF.9 Turret E-WEB Sentry Gun
Turret Cannon Flesh Raiders Dark Aspirant
Swarm
Vesuvague World
Womp Rats Wookiees of
Tree Devastator
Ysalimiri Reggy the Hutt -
Legend.
Enhanced Medical Droid
Hunter

Saintdane -

T-Series Tactical Droid

3
zheadings -

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

4
In another time, before the Bendu became a recluse,
ASPECTS OF THE FORCE: he rst strictly adhered to the light side, or had been
THE ASHLA, THE BOGAN, AND THE BENDU consumed completely by the dark, being named Ashla
Named for the twin moons of Tython, these ancient or Bogan instead of Bendu, appropriately. Or, if your
words--Ashla and Bogan--refer to the mirror sides of campaign takes place in an alternate history to
the Force: the light side and the dark side, respectively. contemporary lore, and history took a di erent turn,
Just as most wielders of the Force tend toward either then the Bendu could have never become the Bendu at
of these sides, there are still those who choose neither all, and remained his Ashla or Bogan self even in the
and instead follow a path of non-confrontation and time that would have been the eve of the Galactic Civil
unity through the Force; the Bendu. An ancient and War.
powerful creature that resides in solitude on the The Ashla and Bogan could be separate entities from
remote planet of Atollon went by this name, and the Bendu, and both or all three could even exist
ful lled his moniker well, never reaching out to simultaneously with each other. They could be the
in uence the greater galaxy, but imparting great same unknown species as the Bendu, or unique
wisdom unto those children of the Force who species entirely, and might share a common origin in
happened to meet him. either case. You could delve into the Bendu's history,
Ashla The light side of the Force, also commonly how he came to be the sagely hermit he is today, and
known as the Ashla by ancient Force-sensitives on what con ict between these associates of his drove
Tython, or simply the Force, was the side of the Force him to turn his back on them both. Perhaps they are all
aligned with honesty, compassion, mercy, self-sacri ce, products of ancient Sith alchemy for purposes the
and other positive emotions. For the most part, the Jedi Ashla and Bendu turned away from, while the Bogan
simply referred to this as the Force. alone stays true to his or her born nature.
Bogan The dark side of the Force, called Bogan or If the creatures known as Bendu, Ashla and Bogan
Boga by ancient Force-sensitives on Tython, was an are more than powerful Force-users, and indeed are
aspect of the Force. Those who used the dark side parts of a greater existence, then the Ashla and Bogan
were known as either Darksiders, Dark Side Adepts, or could be hidden away on forgotten planets rife with
Dark Jedi when una liated with a dark side the power of the Force, watching the history of the
organization such as the Sith. Unlike the Jedi, who were galaxy unfold. Or they could very well be metaphysical
famous for using the light side of the Force, darksiders beings, only appearing as mental manifestations to
drew power from raw emotions and feelings such as those who deeply embrace the light or fall to the dark.
anger, hatred, greed, jealousy, fear, aggression, In a Force-user's path to either side, they could appear
megalomania, and unrestrained passion. to her in dreams or visions, either to encourage her
further down the her chosen path or to lead her astray.
BENDU A battle in which a character rejects one or the other
Personality & Traits. Bendu was a wise and enigmatic could result in her fellow party members being
being which resembled a giant rocky monolith with two psychically pulled into the same dreamworld, where
eyes, a at nose, and a long beard. He was a powerful the ght will take place.
entity who could control nature, including the krykna DAI BENDU
spiders of Atollon. Bendu could also sense the
presence of other Force-wielders from a distance. He The Order of Dai Bendu, also known as the Bendu, was
was a wise and patient teacher who believed that other one of the many ancient and semi-legendary
Force-sensitive beings needed to learn to overcome organizations that studied the Force and the midi-
their fears and imbalances through personal trials. chlorians in the Early Hyperspace Age, prior to the birth
Powers & Abilities An immensely powerful being of the Galactic Republic on Coruscant. While the Order
who possessed incredible connections to the Force and originated on the world of Thape, it thrived in the
could perceive the emotions of others, he also had the Andobi Mountains of the snowy planet Ando Prime.
power to appear and disappear at will. In 36,453 BBY, a group of Bendu monks were
The exact nature of the Bendu remains a mystery, brought to the planet of Tython, where they
but whether he is an exceptionally potent wielder of encountered other Force-sensitive groups and took
the Force or a literal avatar of its many mysteries, the part in the establishment of the Je'daii Order. A
possibility of other beings like him existing should not number of elements and symbols borrowed from the
be overlooked. A Bogan who represents the cruel, the Dai Bendu made their way into the Je'daii Order and its
cold and the hateful dark side, and an Ashla standing successor, the Holy Order of the Jedi Knights.
for the compassionate, the warm, the serene light side. Although the Order of Dai Bendu still existed in the
waning days of the Republic, its tenets were poorly
USING THE ASHLA AND THE BOGAN understood and its involvement with the birth of the
Since these two beings are purely theoretical, a DM has Je'daii Order had been mostly forgotten, even in the
a great amount of creative freedom in how they scienti c circles. Some historians of that time theorized
choose to implement them into a campaign, and the that the Bendu monks were the original incarnation of
actual forms they take can vary just as widely. the Jedi, but lacked solid proofs to back up their claim.
Only a few individuals, including the Sith Lord Darth
Plagueis, possessed texts pertaining to the ancient Dai
Bendu.

5
THE ASHLA Radiant Attacks. The Ashla's attacks are considered
Huge force-entity, lawful light enhanced.
ACTIONS
Armor Class 19 (natural armor)
Multiattack. The Ashla makes three unarmed strikes, or it
Hit Points 276 (24d12+120)
uses its light of the force and makes an unarmed strike.
Speed 30 ft., y 60 ft. (hover)
Unarmed Strikes. Melee Weapon Attack: +14 to hit, reach 15
ft., one target. Hit: 19 (3d8+6) kinetic damage plus 13
STR DEX CON INT WIS CHA
(3d8) force damage.
18 (+4) 22 (+6) 20 (+5) 20 (+5) 24 (+7) 16 (+3)
Light of the Force. The Ashla directs a beam of pure force
at a creature it can see within 120 feet. The target must
Saving Throws Str +12, Dex +14, Con +13, Wis +15, make a DC 23 Wisdom saving throw, taking 55 (10d10)
Cha +11 force damage on a failed save or half damage on a
Skills Insight +15, Lore +13, Nature +15, Perception successful save.
+15, Persuasion +11
Grace of the Ashla. The Ashla targets a creature within 60
Damage Resistances lightning, psychic
feet and lls it with the power of the light side. The
Damage Immunities necrotic, poison; kinetic and
target creature regains 40 (6d10+7) hitpoints and is
energy damage from unenhanced attacks cured of all poisons and diseases a ecting it, and if it is
Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petri ed, or stunned, those
Frightened, Paralyzed, Poisoned conditions are ended.
Senses truesight 120 feet
Languages All Peace. The Ashla attempts to quell the aggressive and
Challenge 25 (75,000 XP) hateful emotions and thoughts in creatures within a 60
foot radius. Each creature of the Ashla's choosing must
make a DC 23 Wisdom saving throw. On a failure, a
Innate Forcecasting. The Ashla's forceasting ability is
creature cannot take aggressive actions until the start of
Wisdom (force save DC 23). It can innately cast the its next turn. If the Ashla or a creature una ected by this
following force powers: ability harms an a ected target, the e ect ends
immediately.
At will: force push/pull, force sight, force throw, project, sense
force, sever force REACTIONS
3/day each: force project, force suppression, sanctuary,
Shield of the Light. The Ashla adds 8 to its AC against a
telekinesis, telekinetic burst
melee attack that would hit it. If the attack misses
1/day each: improved force camouflage, master revitalize, because of this reaction, the attacker takes 22 (4d10)
stasis field, wall of light force damage.
Legendary Resistance (3/day). If the Ashla fails a saving LEGENDARY ACTIONS
throw, it can choose to succeed instead. The Ashla can take 3 legendary actions, choosing from
Limited Force Immunity. The Ashla is immune to powers of the options below. Only one legendary action option can
5th level or lower unless it wishes to be a ected. It has be used at a time and only at the end of another
advantage on saving throws against all other powers creature's turn. The Ashla regains spent legendary
and force e ects. actions at the start of its turn.
Radiance. As a bonus action, the Ashla can emit a blinding Teleport. The Ashla teleports to a point it can see within
light. A creature that starts its turn within 30 feet of the 60 feet.
Ashla must succeed on a DC 23 Constitution saving
Unarmed Strike. The Ashla makes an unarmed strike.
throw. On a failure, the creature is blinded and stunned
until the start of its next turn. The saving throw is made Innate Forcepower (Costs 2 Actions). The Ashla casts an
with disadvantage if a creature is of a dark alignment. A innate force power.
creature that successfully saves against this e ect is
immune to this ability for 24 hours. Peace (Costs 3 Actions). The Ashla uses its Peace action.

6
THE BENDU 1/day each: earthquake, force storm, improved force
Huge force-entity, balanced camouflage, mass animation, precognition
Legendary Resistance (3/day). If the Bendu fails a saving
Armor Class 20 (natural armor) throw, it can choose to succeed instead.
Hit Points 345 (30d12+150)
Speed 30 ft. Limited Force Immunity. The Bendu is immune to force
powers of 5th level or lower unless it wishes to be
a ected. It has advantage on saving throws against all
STR DEX CON INT WIS CHA other force powers and force e ects.
22 (+6) 14 (+2) 20 (+5) 16 (+3) 22 (+6) 22 (+6) ACTIONS
Multiattack. The Bendu makes two claw attacks and one
Saving Throws Str +14, Con +13, Wis +14, Cha +14 horn attack, or it casts one force power and makes a
Skills Athletics +14, Insight +14, Lore +11, Nature +11, claw attack.
Perception +14
Damage Immunities lightning, poison, sonic; kinetic, Claws. Melee Weapon Attack: +14 to hit, Reach 10 ft., one
ion, and energy damage from unenhanced target. Hit 22 (4d8+6) kinetic damage.
weapons Horns. Melee Weapon Attack: +14 to hit, Reach 10 ft., one
Condition Immunities charmed, frightened, poisoned target. Hit 28 (4d10+6) kinetic damage.
Senses Truesight 120ft., passive perception 24
Languages All Teleport. The Bendu teleports up to 120 feet to an
Challenge 25 (75,000 XP) unoccupied space it can see.
Lightning Strike. The Bendu calls a bolt of lightning out of
Charge. If the Bendu moves at least 10 ft. straight toward the sky, or from the air if underground or indoors, to
a target and then hits it with a horn attack on the same strike a point it can see within 60 feet. All creatures
turn, the target takes an extra 17 (4d8) piercing damage. within 20 feet of the target point must make a DC 22
If the target is a creature, it must succeed on a DC 22 Dexterity saving throw, taking 27 (6d8) lightning damage
Strength saving throw or be pushed up to 10 ft. away on a failed save, or half as much on a successful one.
and knocked prone.
LEGENDARY ACTIONS
Enhanced Attacks. The Bendu’s attacks are considered The Bendu can take 3 legendary actions, choosing from
enhanced. the options below. Only one legendary action option can
be used at a time and only at the end of another
Innate Forcecasting. The Bendu’s forceasting ability is
creature's turn. The Bendu regains spent legendary
Wisdom (force save DC 22). It can innately cast the
actions at the start of its turn.
following force powers:
At will: force push/pull, force sight, force throw, sense Attack. The bendu makes a claw attack.
emotion, sense force, sever force Teleport. The Bendu uses its teleport action.
3/day each: force repulse, force project, force suppression, Innate Power. The Bendu casts an at will force power.
sanctuary, telekinesis

7
THE BOGAN Limited Force Immunity. The Bogan immune to powers of
Huge force-entity, chaotic dark 5th level or lower unless it wishes to be a ected. It has
advantage on saving throws against all other powers
and force e ects.
Armor Class 20 (natural armor)
Hit Points 350 (28d12+168) ACTIONS
Speed 30 ft., y 100 ft. Multiattack. The Bogan makes one bite attack, one wing
attack, one claws attack and one blade of the darksider
attack.
STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 23 (+7) 20 (+5) 16 (+3) 24 (+7) Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
target. Hit: 28 (4d10+6) kinetic damage.
Saving Throws Str +14, Dex +13, Con +15, Wis +11, Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Cha +15 target. Hit: 16 (3d6+6) slashing damage and the target is
Skills Deception +15, Intimidation +15, Lore +13, grappled and restrained (escape DC 22). The Bogan can
Perception +11, Stealth +13 grapple one creature at a time if it is on the ground or
Damage Resistances lightning, psychic two if it is ying. Claws grappling a creature can’t attack
Damage Immunities cold, necrotic,poison; kinetic and any other creature.
energy damage from unenhanced attacks. Wing. Melee Weapon Attack: +14 to hit, reach 15 ft., one
Condition Immunities charmed, exhaustion, target. Hit: 24 (4d8+6) bludgeoning damage and the
frightened, poisoned target must succeed on a DC 22 Strength saving throw
Senses truesight 100 ft. or be knocked prone.
Languages All
Challenge 25 (75,000 XP) Blade of the Darksider. Melee Weapon Attack: +14 to hit,
reach 15 ft., one target. Hit: 15 (2d8+6) kinetic damage,
Born of the Dark side. The Bogan can take the Hide action or 17 (2d10+6) kinetic damage if used with two hands,
plus 27 (6d8) force damage.
as a bonus action on each turn while it is in dim light or
darkness, even if it is being observed. LEGENDARY ACTIONS
Enhanced Attacks. The Bogan's attacks are enhanced. The Bogan can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Flyby. The Bogan does not provoke attacks of opportunity be used at a time and only at the end of another
while ying. creature’s turn. The Bogan regains spent legendary
Innate Forcecasting. The Bogan's innate forcecasting ability actions at the start of its turn.
is Charisma (save DC 23). It can innately cast the Hide. The Bogan takes the Hide action.
following powers:
At will: darkness, enfeeble, feedback, force push/pull, force Teleport. The Bogan teleports to a location it can see
throw, sever force, wound within 100 feet of it.
3/day each: crush, fear, force lightning, force suppression, Shroud (Costs 2 Actions). The Bogan radiates darkness in a
improved force scream 30-foot radius. The darkness lasts until the start of the
1/day each: death field, improved force camouflage, rage, ruin Bogan's next turn.
Legendary Resistance (3/day). If the Bogan fails a saving Innate Power (Costs 2 Actions.) The Bogan casts an innate
throw, it can choose to succeed instead. power.

8
The SD-K4 assassin droid is designed to assassinate
ASSASSIN DROIDS targets with high e ciency. Spider-like droids
SD-K4 ASSASSIN DROID programmed for quiet killing, assassin probes move
The SD-K4 assassin droid, also known as the assassin quietly on eight razored legs. They are equipped with
probe, is a model of assassin droid manufactured by multiple red photoreceptors for scanning their
the Techno Union. Used by the Confederacy of surroundings. If cornered or destroyed, an SD-K4 can
Independent Systems during the Clone Wars, it was release dozens of smaller probe killers from pores on
also referred to as the Separatist assassin probe and its head to nish any job the assassin probe started.
Separatist assassin droid.

SD-K4 ASSASSIN DROID Keen Hearing and Sight. The probe droid has advantage on
Large droid, unaligned Wisdom (Perception) checks that rely on hearing or
sight.
Armor Class 15 (armor plating) Sneak Attack (1/Turn). The assassin droid deals an extra 7
Hit Points 45 (6d10+20) (2d6) damage when it hits a target with a weapon attack
Speed 5 ft., y 40 ft. and has advantage on the attack roll, or when the target
is within 5 feet of an ally of the assassin that isn't
incapacitated and the assassin doesn't have
STR DEX CON INT WIS CHA disadvantage on the roll.
15 (+2) 17 (+3) 14 (+2) 15 (+2) 14 (+2) 7 (-2) Swarm Transport. The assassin droid can transport a
maximum of 1 Probe Killer Swarm, which it can deploy
Skills Investigation +4, Perception +4, Stealth +5 using its Deploy Probe Killers action.
Damage vulnerabilities ion ACTIONS
Damage Resistances necrotic, poison, psychic
Condition Immunities poison, disease Multiattack. The sssassin droid makes two leg slash
Senses Darkvision 120 Ft., passive Perception 14 attacks.
Challenge 4 (1,100 XP) Leg Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) kinetic damage.
Assassinate. During its rst turn, the assassin droid has
advantage on attack rolls against any creature that Deploy Probe Killers. This droid swarm appears in any
hasn't taken a turn. Any hit the assassin droid scores space within 5 ft. of the assassin droid.
against a surprised creature is a critical hit.
REACTIONS
Circuitry. The droid has disadvantage on saving throws Second Chance. When the droid reaches zero hit points, it
against e ects that would deal ion or lightning damage. may immediately take the deploy probe killers action.

Villains 9
PROBE KILLERS
Probe killers are tiny six legged assassin droids that
can be carried inside the small pits on the head of the
larger assassin probes, where they lay dormant until
the assassin probe activates them. They are similar in
appearance to their larger companions, but only a
small fraction of their size.

PROBE KILLER SWARM


Large swarm of tiny droids, unaligned

Armor Class 15 (natural armor)


Hit Points 39 (6d10+6)
Speed 20ft. climb 20ft.

STR DEX CON INT WIS CHA


8 (-3) 18 (+4) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

Damage Vulnerabilities ion


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

Swarm. The swarm can occupy another creature's space


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

Circuitry. The swarm has disadvantage on saving throws


against e ects that would deal ion or lightning
damage.
Sneak Attack (4/Turn). The swarm deals an extra 3 (1d6)
damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
within 5 feet of an ally of the swarm that isn't
incapacitated and the swarm doesn't have
disadvantage on the roll.
ACTIONS
Multiattack (swarm has more than half HP). The swarm
makes 4 leg slash attacks.
Multiattack (swarm has less than or equal to half HP). The
swarm makes 2 leg slash attacks.
Leg Slash. Melee Weapon Attack: +7 to hit, reach 0 ft.,
one creature. Hit: 6 (1d4+4) kinetic damage.

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

B1 SERIES BATTLE DROIDS


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

B1 BATTLE DROID
Medium droid, unaligned

Armor Class 14 (armor plating)


Hit Points 7 (2d8-2)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)

Damage vulnerabilities ion


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

Battle Droid Swarm. When an ally of the battle droid hits a


hostile creature that it can see with a weapon attack,
the battle droid can use its reaction to make one
weapon attack, with disadvantage, against that
creature.
Circuitry. The droid has disadvantage on saving throws
against e ects that would deal ion or lightning
damage.
ACTIONS
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft.,


one target. Hit: 1 (1d4-1) kinetic damage.

Villains 11
B1 BATTLE DROID SQUAD Circuitry. The droid has disadvantage on saving throws
Gargantuan swarm of medium droids, any alignment against e ects that would deal ion or lightning damage.
Reactive. The squad can take one reaction each turn.
Armor Class 14 (armor plating)
Hit Points 84 (24d8-24) Squad. The squad can occupy another creature's space
Speed 30 ft. and vice versa, and can move through openings large
enough for a Medium droid. The squad is immune to
any power or e ect that would alter its form.
STR DEX CON INT WIS CHA ACTIONS
15 (+2) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2) Multiattack. The squad makes four blaster ri e attacks, or
two blaster ri e attacks if it has half its hit points or
Saving Throws Dex +4, Int +3 fewer.
Skills Perception +2
Damage vulnerabilities ion Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400
Damage Resistances necrotic, poison, psychic ft., one target. Hit: 6 (1d8+2) energy damage.
Condition Immunities charmed, disease, grappled, Massed Fire. The squad res en masse at a point within 150
paralyzed, petri ed, poison, prone, restrained, ft. Each creature of the squad's choice in a 10-foot-
stunned radius sphere centered on that point must make a DC 13
Senses darkvision 60 ft., passive Perception 12 Dexterity saving throw. On a failed save, a creature takes
Languages Binary, Galactic Basic 36 (8d8) energy damage, or 18 (4d8) energy damage if
Challenge 4 (1,100 XP) the squad has half its hit points or fewer. On a
successful save, it takes half as much damage.
Battle Droid Swarm. When an ally of the battle droid hits a
hostile creature that it can see with a weapon attack, the
battle droid can use its reaction to make one weapon
attack, with disadvantage, against that creature.

12
BASILISK WAR DROID
The Basilisk war droid is a powerful, semi-sentient BASILISK WAR DROID
combat droid, designed by the Basiliskan race native to Huge droid, unaligned
the planet Basilisk, located in the Core Worlds.
Following the Mandalorian Crusaders' conquest of Armor Class 18 (heavy armor plating)
Basilisk in 4017 BBY, the Mandalorian warriors pillaged Hit Points 95 (10d12+30)
the powerful war droids for themselves. To the Speed 40 ft., climb 40 ft., y 60 ft.
Mandalorians, the Basilisk droid was known as the
Bes'uliik—the "iron beast" in the Mandalorian language STR DEX CON INT WIS CHA
of Mando'a—and came to be valued as animal-like
companions. 19 (+4) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 14 (+2)
Measuring several meters in height, Basilisk droids
resemble a cross between a Zalorian rock-lion and a Skills Perception +4
Karran beetle. They are armed with an array of Damage Vulnerabilities ion
weapons in and on their armored frame, including Damage Resistances necrotic, poison, psychic
Condition Immunities disease, poison
laser and pulse-wave cannons, shockwave generator
Senses blindsight 60 ft., tremorsense 120 ft. passive
rods, and shatter-missile launchers. The Mandalorians Perception 12
were known for riding Basilisk war droids down into Languages Mando'a but can't speak
the atmosphere of a world from space at tremendous Challenge 5 (1,800 XP)
speeds, using gravitational force and the element of
surprise to overwhelm their foes. Over time, the Beast A.I.. The basilisk counts as an animal for the sake
warrior culture adapted the droids to suit di erent of Wisdom (Animal Handling) checks made on it or
combat roles, and developed new iterations of the while riding it.
Basilisk that included enhanced features such as a
Circuitry. The basilisk has disadvantage on saving throws
closed cockpit.
against e ects that would deal ion or lightning
Following the Mandalorians' defeat at Malachor V in damage.
the nal battle of the Mandalorian Wars, the warriors
Mourning. If a rider using the basilisk as a mount is
were commanded by the Jedi Knight Revan to destroy
killed, the basilisk will release a pained howl and
their Basilisk mounts as part of the terms of their attempt to kill the one responsible without regard for
surrender. However, not all complied with Revan's its own safety.
demands, and numerous Basilisk droids continued to
Weapons Compartment. A rider using the basilisk as a
survive with Mandalorians who refused to give up their
mount can securely store up to 20 lbs. of weapons and
beast-like companions, including members of Clan 1 day's worth of rations in a storage hatch within reach
Jendri and Clan Ordo. Even still, the war droids' of their seat.
numbers dwindled over time, and by the rise of the
New Republic, most Baslisk droids could only be found ACTIONS
in the museums of the galaxy. Multiattack. The basilisk makes three weapon attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one


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

13
GRAPPLE DROIDEKA
The grapple droideka, or Melee Destroyer Droid, was
an early variation of the Trade Federation droideka,
developed as the ultimate melee unit, the Melee
Destroyer Droid is tougher than the standard
droidekas but utilizes weaker shields. The primary
weapon of the grapple droideka is its lethal mechanical
claws.

GRAPPLE DROIDEKA Ball Form. As a bonus action, the destroyer droid can
Large droid, unaligned transform into or out of ball form. While in ball form, the
destroyer droid has increased speed, but it can not
attack.
Armor Class 17 (armor plating)
Hit Points 157 (15d10+75) ACTIONS
Speed 15 ft. (attack form) or 60 ft. (ball form) Multiattack. The destroyer droid makes two weapon
attacks.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
18 (+4) 14 (+2) 20 (+4) 13 (+1) 15 (+2) 7 (-2) target. Hit: 11 (2d6+4) kinetic damage and the target is
grappled.
Skills Perception +5 Rend. The destroyer droid tears apart a grappled
Damage vulnerabilities ion opponent. A grappled creature must make a DC 15
Damage Resistances necrotic, poison, psychic Strength saving throw. On a failure, the creature takes
Condition Immunities poison, disease 18 (4d6+4) kinetic damage and is stunned until the end
Senses darkvision 60 ft., passive Perception 15 of the destroyer droids' next turn. On a success, the
Languages Binary, Galactic Basic creature takes normal weapon damage.
Challenge 7 (2,900 XP)
REACTIONS
Circuitry. The droid has disadvantage on saving throws Deflector Shield. The destroyer droid adds 2 to its AC
against e ects that would deal ion or lightning damage. against one attack that would hit it. To do so, the
destroyer droid must see the attacker.

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

AMBUSH MASTER Mark of the Stalker. When the ambush master is hidden
Medium humanoid (Human), any alignment from the target of its Ranger's Quarry feature, the rst
attack roll the ambush master makes each round
against that creature does not automatically reveal its
Armor Class 17 (heavy combat suit)
position. Instead, the ambush master must make a
Hit Points 151 (23d8+46) Dexterity (Stealth) check contested by the quarry's
Speed 30 ft. Wisdom (Perception) check. On a success, the ambush
master remains hidden. If the ambush master is more
than 30 ft. away from its quarry, the Dexterity (Stealth)
STR DEX CON INT WIS CHA check is made with advantage.
13 (+1) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 12 (+1) Concealment. While in darkness, the ambush master is
invisible to any creature that relies on darkvision to see
Saving Throws Str +5, Dex +9 it.
Skills Athletics +5, Perception +10, Stealth +13,
Hidden Crippler (3/day). When the ambush master hits a
Survival +6
creature with a ranged weapon attack while hidden, it
Senses Darkvision 60 ft., passive Perception 20
can force the creature to make a DC 15 Dexterity saving
Languages Galactic Basic and one other throw. On a failed save, the creature’s speed is reduced
Challenge 9 (5,000 XP) to 0 until the end of the ambush master's next turn.

Defiant (1/day). The ambush master can add a d4 to a skill Techcasting. The ambush master is a 9th-level techcaster.
check or saving throw. Its techcasting ability is Intelligence (power save DC 15,
+7 to hit with tech attacks, 18 tech points).
Swift Responder. The ambush master ignores di cult The ambush master knows the following tech powers:
terrain and gains a +4 bonus to initiative rolls in addition
to its Dexterity modi er. Additionally, on its rst turn in At-will: electroshock, encrypted message, minor hologram,
combat, the ambush master has advantage on attack vortex shot
rolls against creatures that have not acted yet. 1st-level: alarm, element of surprise, target lock
2nd-level: charge power cell, detect invisibility, paralyze
Ranger's Quarry (3/day). Once per round, the ambush
humanoid
master can mark a creature within 90 ft. as its quarry (no
action required). Once per round, when the ambush 3rd-level: greater hologram
master hits its quarry with a weapon attack, it deals and ACTIONS
addtional 1d8 weapon damage to it. Additionally, the
ambush master has advantage on Wisdom (Perception) Multiattack. The ambush master makes two weapon
or Wisdom (Survival) checks to track the creature while attacks.
the quarry on the same planet as it.
Sniper Rifle. Ranged Weapon Attack: +11 to hit, range
Accomplished Ambusher. When the ambush master takes 150/600 ft., one target. Hit: 11 (1d12+5) energy damage.
the attack action against a creature that is surprised, it
can make an additional attack against that creature as Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one
part of that action. target. Hit: 8 (1d6+5) kinetic damage.

15
BOUNTY HUNTER Tech Casting. The Bounty Hunter is a 6th level techcaster
Medium Humanoid, neutral balanced it's tech casting ability is Intelligence (tech save DC 16, +7
to hit with power attacks, 24 tech points). The Bounty
Armor Class 18 (heavy durasteel armor) Hunter knows the following powers:
Hit Points 98 (15d8+30) At-will cryogenic burst, targeting shot, assess the situation
Speed 30ft. 1st Level target lock, tracer bolt, absorb energy, energy shield
2nd Level translocate, infiltrate, smuggle
3rd Level explosion, cryogenic suspension
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (+0)
ACTIONS
Multiattack. The Bounty Hunter makes two melee weapon
Saving Throws Dex +7, Int +7 attacks or two ranged weapon attacks.
Skills Atheletics +8, Stealth +5, Technology +11, Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range
Perception +5, Survival +8 40/160, one target. Hit 11 (1d8+1d6 +4) energy damage.
Condition Immunities None
Senses passive Perception 13 Disruptor Rifle Ranged Weapon Attack. +7 to hit, range
Languages Basic, Huttese 100/400, one target. Hit 12 (1d10+1d6 +4) energy
Challenge 7 (2,900 XP) damage.
Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one
Light Shield. While wielding the heavy blaster or the target. Hit: 10 (1d6+ 1d6 +4) kinetic damage.
techblade the Bounty Hunters AC increases by 1
Carbonite Blast (Recharge 5-6). The Bounty Hunter produces
Enhanced Tech. When you deal damage to a creature with a beam of carbonite energy from his wrist launcher in a
your weapon, you can increase the damage by 1d6. The 15 foot cone. Each creature in that area must make a DC
damage is of the same type as the weapon’s damage. 16 Constitution saving throw, taking 30 (10d6) Cold
(Damage is included in the attack section) damage on a failed save, or half as much on a successful
one. On a fail the creature will have its speed halved
Distengration. When a creature is reduced to 0 hit points until the end of your next turn. If this damage reduces a
by the disruptor ri e, it must make a DC 12 Constitution creature to 0 hit points, that creature is frozen in
saving throw. On a failed save, it dies immediately carbonite for 1 hour.
without making death saving throws. A disintegrated
creature and everything it is wearing and carrying are
reduced to a pile of ne gray dust. A creature destroyed
in this way can not be revitalized.

16
EXCHANGE GUNSLINGER At-will: assess the situation, electroshock, targeting shot
Medium humanoid, neutral dark 1st level: element of surprise, energy shield, homing rockets,
tracker droid interface
Armor Class 17 ( ber armor, 19 with tactical 2nd level: infiltrate, paralyze humanoid, scorching ray, shatter,
advantage) translocate
Hit Points 153 (18d8+72) 3rd level: explosion, tactical advantage
Speed 30 ft. 4th level: ballistic shield, cloaking screen, kolto reserve
5th level: cryogenic spray
Tech Resistance. The Gunslinger has advantage on saving
STR DEX CON INT WIS CHA throws against tech powers.
16 (+3) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 8 (-1)
ACTIONS
Saving Throws Dex +10, Con +9, Int +8 Multiattack. The Gunslinger makes three attacks, or it
Skills Acrobatics +10, Athletics +8, Insight +6, casts a tech power and makes an attack.
Intimidation +7, Perception +6, Technology +8 Vibroblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive perception 16 target. Hit: 7 (1d8+3) kinetic damage.
Languages Galactic Basic
Challenge 14 (11,500 XP) Heavy Blasters. Ranged Weapon Attack: +12 to hit, ranged
40/160 ft., one target. Hit: 18 (3d8+5) energy damage.
Evasion. If the Gunslinger is subjected to an e ect that 1...2...3! (Recharge 5-6). The Gunslinger unleashes a barrage
allows it to make a Dexterity saving throw to take only of gun re in a 60-foot cone. The Gunslinger can make a
half damage, the Gunslinger instead takes no damage if Blaster attack against each creature in that area, dealing
it succeeds on the saving throw, and only half damage if an extra 14 (4d6) piercing damage on a hit. A creature
it fails. hit by an attack in this way must succeed on a DC 18
Constitution saving throw or be stunned until the end of
Nimble. The Gunslinger can take the Dash or Hide actions
the Gunslinger’s next turn.
as a bonus action on its turn.
Thermal Detonators (3/day). The Gunslinger throws a
Sharpshooter. The Gunslinger adds 2 to its attack rolls with
grenade, choosing a point within 45ft. Each creature
blasters.
within 10 feet must make a DC 13 Dexterity saving
Sharpshooting Mastery. The Gunslinger ignores half and throw. A creature takes 7 (2d6) re damage and 7 (2d6)
three-quarters cover, and does not su er disadvantage kinetic damage on a failed save, or half as much as on a
on attack rolls at long range. Additionally, the gunslinger successful one. A creature that fails the save is knocked
can take a -5 penalty on an attack roll with a blaster. If prone.
the attack hits, the gunslinger adds +10 to the damage
roll.
Techcasting. The Gunslinger is a 20th-level techcaster. Its
techcasting ability is Intelligence (power save DC 16, +8
to hit with power attacks). The Gunslinger has 23 tech
points and knows the following tech powers:

17
LEGENDARY DUROS HUNTER Tech Resistance. The Duros has advantage on saving
Medium humanoid (duros), chaotic dark throws against tech powers and e ects.
Unarmored Defense. While wearing no armor and wielding
Armor Class 19 (unarmored defense) no shield, the Duros's adds its Intelligence modi er to its
Hit Points 163 (25d8+50) AC (included).
Speed 30 ft., y 60 ft.
ACTIONS
Multiattack. The Duros makes four ranged attacks or three
STR DEX CON INT WIS CHA melee attacks, or it casts a power and makes an attack.
14 (+2) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 18 (+4)
Heavy Blaster Pistol. Ranged Weapon Attack +11 to hit, range
40/160 ft., one target. Hit: 18 (3d8+5) energy damage.
Saving Throws Dex +11, Int +10, Wis +9, Cha +10
Skills Acrobatics +11, Deception +10, Insight +9, Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Intimidation +10, Investigation +10, Medicine +9, target. Hit: 18 (3d8+5) kinetic damage.
Perception +9, Piloting +10, Stealth +11, Technology Thermal Detonators (5/day). The Duros throws a grenade,
+10 choosing a point within 40ft. Each creature within 10
Senses darkvision 60 ft., passive perception 19 feet must make a DC 13 Dexterity saving throw. A
Languages Galactic Basic, Binary, Durese, Huttese creature takes 7 (2d6) re damage and 7 (2d6) kinetic
Challenge 17 (18,000 XP) damage on a failed save, or half as much as on a
successful one. A creature that fails the save is knocked
Breathing Mask. The Duros has advantage on saving prone.
throws against poison. LEGENDARY ACTIONS
Legendary Resistance (3/day). If the Duros fails a saving The Duros can take 3 legendary actions, choosing from
throw, it can choose to succeed instead. the options below. Only one legendary action option can
be used at a time and only at the end of another
Strong-Willed. The Duros has advantage on saving throws creature's turn. The Duros regains spent legendary
to resist being Charmed or Frightened. actions at the start of its turn.
Techcasting. The Duros is a 16th-level techcaster. Its
Attack. The Duros makes an attack.
techcasting ability is Intelligence (power save DC 18, +10
to hit with power attacks). The Duros has 36 tech points Eliminate (Costs 2 Actions). The Duros picks a target within
and knows the following tech powers: 40 feet and makes a Heavy Blaster attack at advantage.
At-will: assess the situation, electroshock, encrypted message, If the attack hits, the target takes damage as normal,
and must make a DC 18 Constitution saving throw. On a
jet of flame
failure, the target is stunned until the end of the Duros's
1st level: element of surprise, energy shield, expeditious
next turn.
retreat, holographic disguise
2nd level: infiltrate, paralyze humanoid, shatter, translocate Tech (Costs 1-3 Actions). The Duros casts a tech power,
3rd level: explosion, fabricate trap, sabotage charges spending 1 legendary action per level of power cast.
4th level: cloaking screen, salvo
5th level: override interface, paralyze creature, toxic cloud
6th level: disintegrate, programmed illusion
7th level: delayed explosion
8th level: incendiary cloud

18
LEGENDARY ENHANCED HUNTER Heavy Blaster Rifle. Ranged Weapon Attack. +11 to hit, range
Medium humanoid (human), neutral 150/600 ft., one target. Hit: 17 (2d10+6) energy damage.
Rifle Bash. Melee Weapon Attack. +10 to hit, one target. Hit:
Armor Class 18 ( ber armor) 12 (2d6+5) kinetic damage, and the target must make a
Hit Points 201 (18d8+90) DC 18 Constitution saving throw or become dazed.
Speed 30 ft. walk
Fire Blade. Melee Weapon Attack. +11 to hit, one target. Hit:
9 (1d6+6) kinetic damage and 10 (3d6) re damage.
STR DEX CON INT WIS CHA Mini Grenades (1/day). The Hunter ings a barrage of mini
20 (+5) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 9 (-1) grenades at a point within 55 feet. Each creature within
15 ft. must make a DC 19 Dexterity saving throw. A
creature takes 35 (10d6) kinetic damage on a failed save,
Saving Throws Str +10, Dex +11 or half as much as on a successful one.
Skills Athletics +11, Technology +7, Insight +8,
Investigation +7, Perception +8, Piloting +7, Stealth Smoke Grenade (1/day). The hunter throws a smoke
+11, Survival +8 grenade at a point within 55 feet. The smoke grenade
Senses passive Perception 16 spews a thick cloud of fog in a 15ft radius, lasting 10
Damage Resistances kinetic, energy rounds. When entering the fog or starting its turn there,
Damage Vulnerabilities re a creature must make a DC 19 Constitution saving
throw. On a failed save, a creature takes 18 (4d8) poison
Languages Galactic Basic, Huttese
damage and is poisoned, or half as much on a successful
Challenge 17 (18,000 XP) save and is not poisoned.
Cunning Action. On each of his turns, the Hunter can use a REACTIONS
bonus action to Dash or Disengage. Retaliatory Strike. If a melee attack misses the Hunter, he
can use his reaction to make a ri e bash attack against
Keen Senses. The Hunter has advantage on Wisdom
that creature.
(Perception) Checks.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If The Hunter fails a saving
throw, he can choose to succeed instead. The Hunter can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Precision Shot (4/day). The Hunter can roll his next ranged be used at a time and only at the end of another
attack with advantage. creature's turn. The Hunter regains spent legendary
actions at the start of his turn.
Sharpshooting Mastery. The Hunter's ranged attacks ignore
half-cover and three-quarters cover. He does not get Heavy Fire. The Hunter makes one heavy blaster ri e
disadvantage on his ranged weapon attack rolls while attack.
attacking at long range.
Grenades (Costs 2 actions). The Hunter can use either of his
ACTIONS grenade attacks.
Multiattack. The Hunter makes three blaster ri e attacks Duck and Weave. The Hunter moves up to its speed
or three melee weapon attacks. without provoking opportunity attacks.

19
LEGENDARY GAND FINDSMAN GRS-1 Snare Rifle (Recharge 5-6). Ranged Weapon Attack. +11
Medium humanoid (Gand), neutral balanced to hit, range 150/300, one target. Hit: The target is
restrained and must succeed at a Constitution saving
Armor Class 19 (heavy exoskeleton, lightshield) throw (DC 16) or be paralyzed until the end of it's next
Hit Points 120 (18d8+36) turn. The creature can use an action to attempt to
escape the snare by succeeding on a Strength saving
Speed 30ft.
throw (DC 17) made with disadvantage.
Vibroblade Melee Weapon Attack: +11 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (2d8+4).
18 (+4) 22 (+6) 14 (+2) 14 (+2) 16 (+3) 8 (-1) C-10 Stun Grenade (Recharge 5-6). The Gand throws a Stun
grenade, choosing a point within 50 ft., exploding in a 15
Saving Throws Str +9, Dex +11, Con +7 ft. sphere. Each creature within 15 ft. must make a DC 16
Senses passive Perception 23 Dexterity saving throw. A creature takes 21 (6d6)
Damage Resistances kinetic, poison lightning damage on a failed save, or half as much as on
Skills Athletics +9, Insight +13, Perception +13, Stealth a successful one. Additionally, on a failed save, the
+11, Survival +13, Technology +7 creature is stunned until the end of its next turn.
Languages Galatic Basic, Gand, Huttese REACTIONS
Challenge 15 (13,000 XP)
Precognition. When a creature that the Gand can see
attacks him. He can use his reaction to impose
Alert. The Gand can not be surprised while conscious and disadvantage on the attack roll.
has a +5 to his initiative rolls. Other creatures are not
able to gain advantage on attack rolls against him as a Regenerative. When the Gand takes damage, it can use its
result of being hidden from the Hunter. reaction to regain 17 (3d10+2) hit points as long as the
triggering damage would not have reduced the Gand to
Close Quarters Shooting. The Gand's ranged attacks do not 0 hp.
have disadvantage within 5ft.
Findsman. The Gand has advantage on Wisdom
LEGENDARY ACTIONS
(Perception & Survial) checks made to locate his prey. The Gand can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Legendary Resistance (3/Day). When the Gand fails a saving be used at a time and only at the end of another
throw, he can choose to succeed instead. creature's turn. The Gand regains spent legendary
Lungless. The Gand does not have to breathe and is actions at the start of his turn.
immune to any a ects that rely on breathing. Attack. The Gand makes a W-90 Concussion Ri e attack.
ACTIONS Move. The Gand can move up to its speed without
Multiattack. The Gand makes three weapon attacks. provoking opportunity attacks.

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

20
LEGENDARY MANDALORIAN Legendary Resistance (3/Day). If The Mandalorian fails a
BOUNTY HUNTER saving throw, he can choose to succeed instead.
Medium humanoid, lawful neutral
ACTIONS
Multiattack. The Mandalorian makes three carbine ri e
Armor Class 17 (composite armor) attacks and uses either its thermal detonator, wrist
Hit Points 221 (26d8+104) amer, or wrist missile, if available.
Speed 30ft, y 40 ft
Carbine Rifle. Ranged Weapon Attack: Rapid 3, range 80/320
ft., one target within range must succeed on a Dexterity
STR DEX CON INT WIS CHA saving throw (DC 21) or take 20 (3d8+7) energy damage.
15 (+2) 24 (+7) 18 (+4) 18 (+4) 20 (+5) 14 (+2) Jetpack Rocket (1/Day). Ranged Weapon Attack: +13 to hit,
range 80/320 ft., one target. Hit: 17 (3d6+7) kinetic
Saving Throws Dexterity +13, Intelligence +10, damage, and each creature within 10 feet must make a
Wisdom +11 DC 15 Dexterity saving throw, taking 10 (3d6) kinetic
Damage Resistances kinetic and energy damage from damage on a failed save, or half on a successful save.
unenhanced weapons Thermal detonator (4/Day). The Mandalorian throws a
Condition Immunities charmed, frightened grenade at a point within 40 ft. Each creature within 10
Skills Acrobatics +13, Technology +10, Insight +11, feet must make a DC 15 Dexterity saving throw. A
Investigation +10, Perception +18, Piloting +10, creature takes 10 (3d6) re and 10 (3d6) kinetic damage
Stealth +12, Survival +18 on a failed save, or half as much as on a successful one.
Senses darkvision 60 ft, passive Perception 28
Wrist Flamer (3/Day) Each creature in a 15-foot cone or a
Languages Galactic Basic, Huttese, Mando'a
30-foot line must make a Dexterity saving throw (DC 15).
Challenge 20 (25,000 XP)
A creature takes 14 (4d6) re damage on a failed save, or
half as much on a successful one. Any ammable objects
Aggressive. As a bonus action, the Mandalorian can move in the area that aren't being worn or carried are ignited.
up to its speed toward a hostile creature that it can see.
Wrist Missile (3/Day) Ranged Weapon Attack: +12 to hit, range
Close Quarters Shooter. When the Mandalorian attacks, it 30/120 ft., one target. Hit: 14 (2d6+7) kinetic damage,
can choose to make ranged weapon attacks without its and each creature within 5 feet must make a DC 15
pro ciency bonus, it can then use a bonus action to Dexterity saving throw, taking 7 (2d6) kinetic damage on
make an additional ranged weapon attack, also without a failed save, or half on a successful save.
its pro ciency bonus.
REACTIONS
Enhanced Tech. The Mandalorian deals one extra die of
Uncanny Dodge. . The Mandalorian halves the damage that
damage with its weapons and equipment and saving
it takes from an attack that hits it.
throws with explosives have an additional +2 to the DC
(included in the attack). LEGENDARY ACTIONS
Jetpack (10 minutes/day). Activating or deactivating the The Mandalorian Bounty Hunter can take 3 legendary
jetpack requires a bonus action and, while active, the actions, choosing from the options below. Only one
Mandalorian has a ying speed of 40 feet. legendary action option can be used at a time and only
at the end of another creature's turn. The Mandalorian
Keen Hearing and Sight. The Mandalorian has advantage on regains spent legendary actions at the start of his turn.
Wisdom (Perception) checks that rely on hearing or
sight. Move. The Mandalorian can move up to his speed
without provoking opportunity attacks.
Moderately Armored. While wearing medium armor, the
captain adds +1 to its AC (included). Carbine Rifle. The Mandalorian makes one carbine ri e
attack.
Ranger's Quarry. The Mandalorian chooses a creature that
it can see within 90 feet and marks it as their quarry. For Wire Restraint. Ranged Weapon Attack: +12 to hit, range 30
the next 10 minutes, once per round it deals 4 (1d8) ft., one target. Hit The target is grappled. On the target's
additional damage to its quarry. Additionally, the turn, it can use an action to make a Strength saving
Mandalorian has advantage on any Wisdom (Perception) throw (DC 15) to attempt to break the wire.
or Wisdom (Survival) check made to nd its quarry while
it’s on the same planet.

21
THE CELESTALS
THE ONES: SUPREME FORCE WIELDERS
THE ARCHITECTS OF THE GALAXY
The Ones were a family of Force wielders who lived as
The Celestials, also known as the Architects, were an anchorites on the realm of Mortis, having withdrawn
ancient civilization who were present long before the from the temporal world at some point prior to the
dawn of the galactic community and even the Rakatan Clone Wars. According to the Thuruht Killik hive, "the
In nite Empire. Believed to be responsible for a Ones were what the Celestials become." Again
number of large artifacts and anomalous planetary according to Thuruht, a mortal being could become like
formations and species placements throughout the the Ones by drinking from the Font of Power and
galaxy, what little was known of the Celestials came bathing in the Pool of Knowledge, as Abeloth did. Few
from xenoarchaeology. The Jedi and the Sith alike knew of the Ones' existence, and their power was
theorized that the balance between the light and dark highly sought after by the Sith, among others. The
sides of the Force was actually under the guidance of Father claimed that his children could "tear the very
the Celestials. fabric of the universe."
THE ORIGINS OF THE ONES
The origin of the Celestials was unknown: Thuruht, the
oldest of the Killik hives, claimed to remember seeing
the Ones, a group of Force wielders apparently related
to the Celestials, coalescing out of a geyser on an
unnamed tropical planet more than a million years
before the events of the Clone Wars.
The Celestials are known to have conscripted the
insectoid Killiks of Alderaan to serve as laborers, and
the Killiks were seeded up and down the Perlemian.
According to the Killiks, a connection was present
between the Celestials and the group of Force wielders
known as The Ones; it was believed that the Force
wielders were descendants of the Celestials. Similarly,
the Gree, Kwa, and the Rakata acted as servant races
to the Celestials alongside the Killiks. Together, they
worked to build astonishing technological projects that
ranged from the assembly of star systems to the
engineering of hyperspace anomalies.

THE DECLINE OF A GOLDEN AGE


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

22
THE FATHER, AVATAR OF Force Slam. The Father slams a creature grappled by Force
BALANCE Grip. A grappled creature must make a Strength saving
Medium force-entity, neutral throw (DC 23). On a failure, the creature takes 105
(30d6) kinetic damage. On a success, the creature
escapes the grapple.
Armor Class 20 AC (unarmored defense)
Will. The Father targets one creature he can see within
Hit Points 332 (24d12+140)
120ft. That target must succeed on a Wisdom saving
Speed 30ft., y 30ft.
throw (DC 23), unless the target is incapacitated, it can
avert it's attention to automatically succeed the save. If
the target does so, they can't see The father until the
STR DEX CON INT WIS CHA
start of his next turn, if the target again focuses on the
16 (+3) 19 (+4) 22 (+6) 24 (+7) 27 (+8) 23 (+6) father in the meantime, it must immediately make the
save.
Saving Throws Int +14, Wis +15, Cha +13 If the target fails the save, it su ers from one of the
Skills Persuasion+13, Insight+15, e ects below (Father's choice or at random).
Damage Resistances Cold, Lightning, Necrotic; Kinetic,
1. Beguiling Will The target is stunned until the start of The
Ion, and Energy damage from enhanced weapons.
Father's next turn.
Damage Immunities Poison; Kinetic, Ion, and energy
damage from unenhanced weapons. 2. Commanding Will The target is charmed until the start of
Condition Immunities Charmed, Exhausted, their next turn. As part of this action, The Father shouts
Frightened, Poisoned, Paralyzed a verbal command, and if the target fails his save he
Senses Truesight 120ft. Passive Perception 18 uses his actions, movement, and reactions as
Languages All, Telepathy 120ft. determined by the command. At the start of its next and
Challenge 25 (75,000 XP) subsequent turns, the creature may make repeat the
saving throw, ending the e ect on a success.
TRAITS 3. Suppress Will (Recharge 6) The target immediately loses
concentration on any force powers they had active, and
Unarmored Defense. While in his humanoid form, the
suppresses any force power e ects they were bene ting
Father adds his Charisma modi er to his AC. from. At the start of its next and subsequent turns, the
Innate Forcecasting The father's forcecasting ability is creature may make repeat the saving throw, ending the
e ect on a success. While this e ect remains active, the
Wisdom, (power save DC 23, +15 to hit with force
target cannot cast force powers or bene t from any
attacks). It can innately cast the following force powers:
force e ects including racial and class features that rely
At Will: sense force, force push/pull (cast as a 17th level on the force (such as force sight, guardian auras, and
forcecaster), force throw (cast as a 5th level force power) sentinel ideals). (While concentrating on ths effect, the father
cannot use his Controling Will Legendary action until the start
5/Day Each: force suppression, telekinesis
of his next turn.)
3/Day Each: eruption, project, telekinetic burst
LEGENDARY ACTIONS
1/Day Each: earthquake, whirlwind The Father can take 3 legendary actions choosing from
Force Resistance The Father has advantage on saving the list below. Only one legendary action can be used at
throws against universal force powers, If the Son and a time and only at the end of another creatures turn.
Daughter are within 60ft of him, the Father also has The Father gains all legendary actions at the start of his
advantage on saving throws against Dark/Light side turn.
powers respectively.
Quick Casting. The father can cast one of his At Will force
Enhanced Casting The Father's force powers are powers.
considered enhanced.
Controling Will. The father uses his Will action, choosing
One with the Force The Father cannot be moved against from either his Beguiling Will or Commanding Will
his will. He has advantage on saving throws against options.
being blinded, deafened, stunned, or knocked
Force Step. The father teleports up to 60 feet into an
unconscious.
unoccupied space he can see.
Legendary Resistance (3/Day) If The Father fails a saving
throw, he can choose to succeed instead.
ACTIONS
Multiattack. The Father casts push/pull twice, or he casts
push/pull once and makes a Force Grip or Force Slam
attack.

Force Grip. If the father has successfully a ected a


creature with Force push/pull or Telekinesis, he can use
one of his attacks to target the a ected creature again.
The target must make a Strength saving throw (DC 23).
On a failure, the target becomes restrained and
grappled by the Father who can only have one target
grappled this way. A grappled creature may use their
action to attempt to escape the force grip by succeeding
at a Strength saving throw (DC 23).
23
THE SON, AVATAR OF POWER Dark Lightning When the son successfully deals lightning
Medium (humanoid form) or Large (beast form) force-entity, damage to a creature, he can activate one of the
chaotic dark following e ects as a bonus action (on his turn) or by
using a reaction (on another creature's turn).
Armor Class 20 (humanoid form) or 18 (beast form) The target must make a Constitution saving throw (DC
Hit Points 260 (20d10+100) 21) and su er one of the following e ects (the effect is of
Speed 30ft., y 30 ft. (beast form) the Son's choice, and he chooses the effect before the target
rolls their saving throw):

STR DEX CON INT WIS CHA 1. Powerful Burst: On a success, the target is pushed 10ft,
and on a failure, the target is knocked prone as well.
15 (+2) 17 (+3) 20 (+5) 19 (+4) 21 (+5) 25 (+7)
2. Lingering Burst: On a success, the target is shocked until
the start of the targeted creatures turn. On a failure, the
Saving Throws Str+8, Con+11, Cha+13 target is shocked until the end of The Son's next turn.
Skills Deception+13, Intimidation+13
Damage Resistances Cold, Lightning, Necrotic; Kinetic, 3. Stunning Burst: On a failure, the target is stunned until
Ion, and Energy damage from Unenhanced the start of The Son's next turn, and The Son is
weaponry considered concentrating on this e ect. On a success,
Damage Immunities Poison the target su ers no e ect.
Condition Immunities Blinded, Exhausted, Frightened, 4. Weakening Burst: On a failure, the target is paralyzed
poisoned, paralyzed until the start of their next turn, and the Son is
Senses Truesight 120ft. Passive Perception 18 considered concentrating on this e ect. On a success,
Languages understands and speaks all languages the target su ers no e ect.
Challenge 22 (41,000 XP) 5. Debilitating Burst: On a failure, the target is Blinded and
Deafened until the end of the Son's next turn. On a
TRAITS success, the target is considered poisoned until the end
Beast Form. The Son can transition between humanoid of the target's next turn. In either case, the Son is
and beast forms using a legendary action. While in beast considered concentrating on this e ect.
form, the Son uses his Charisma modi er for attack and ACTIONS
damage rolls when making a claw attack, and adds his
Wisdom modi er to his AC. Multiattack (humanoid form). The Son can make two attacks
using the shock at-will power.
Unarmored Defense. While in his humanoid form, the Son
adds his Charisma modi er to his AC. Multiattack (beast form). The Son makes three claw attacks.
Innate Forcecasting The Son's forcecasting Ability is Claw attack (beast form). Melee Weapon Attack: +13 to hit,
Charisma, (power save DC 21, +13 to hit with force reach 5 ft., one target. Hit: 28 (6d6+7) kinetic damage.
attacks). It can innately cast the following force powers:
LEGENDARY ACTIONS
At Will: sense force, shock (cast as a 17th level forcecaster),
The Son can take 3 legendary actions choosing from the
coerce mind
list below. Only one legendary action can be used at a
3/Day Each: dominate mind, fear, force lightning (cast as a 3rd time and only at the end of another creatures turn. The
level force power), siphon life Son gains all legendary actions at the start of his turn.

1/Day Each: force lightning cone Quick Casting The Son can cast one of his at will force
powers, or he can spend 2 legendary actions to cast any
Dark Resistance The Son has advantage against the saving of his available force powers.
throws against Dark force powers
Claw (beast form). The Son makes a claw attack.
Font of Power When the Son rolls damage on a power or
melee weapon attack, he can use his reaction to reroll a Force Step The Son moves up to his speed without
number of the damage dice equal to his charisma provoking opportunty attacks.
modi er (7). He must use the new rolls.
Metamorphosis. The Son transitions from a beast form to a
Enhanced Casting The Son's force powers are considered humanoid form or vice versa.
Enhanced.
Legendary Resistance (3/Day) If The Son fails a saving throw,
he can choose to succeed instead.

24
THE DAUGHTER, AVATAR OF Mastery Auras As an action or a bonus action on her turn,
KNOWLEDGE or by using the Shifting Aura legendary action, the
Medium (humanoid form) or Large (beast form) force-entity, Daughter activates an Aura of her choice below, and can
use a bonus action on subsequent turns to maintain the
lawful light
aura. She can maintain concentration on a single aura
and a single force power at the same time, but must
Armor Class 21 (humanoid form) or 19 (beast form) succeed on a Constitution saving throw (DC 10) with
Hit Points 220 (20d8+100) disadvantage, or lose concentration on the force power.
Speed 30ft., y 30 ft. (beast form) 1. Aura of Purification Purifying energy radiates from the
Daughter in a 30-foot radius. Until the e ect ends, any
number of creatures within range chosen by the
STR DEX CON INT WIS CHA Daughter (including the Daughter) can’t become
13 (+1) 19 (+4) 20 (+5) 19 (+4) 25 (+7) 21 (+5) diseased, have resistance to all damage, and have
immunity to all conditions.
Saving Throws Dex +10, Wis +13, Cha +11 2. Aura of Empowerment Invigorating energy radiates from
Skills Persuasion +11, Medicine +20, Lore +11 the Daughter in a 30-foot radius. Until the e ect ends,
Damage Resistances Cold, Lightning, Fire; Kinetic, Ion, any number of creatures within range chosen by the
and Energy damage from Unenhanced weaponry Daughter (including the Daughter) deal an extra die of
Damage Immunities Poison damage with weapon attacks and force powers, and all
Condition Immunities Blinded, Charmed, Exhausted, of their attacks are considered enhanced.
Stunned, poisoned, paralyzed 3. Aura of Resilience Hope and vitality radiates from the
Senses Truesight 120ft. Passive Perception 19 Daughter in a 30-foot radius. Until the e ect ends, any
Languages understands and speaks all languages number of creatures within range chosen by the
Challenge 22 (41,000 XP) Daughter (including the Daughter) have advantage on
Wisdom saving throws and death saving throws, and
TRAITS regain the maximum number of hit points possible from
any healing. Additionally, attacks that target these
Beast Form. The Daughter can transition between creatures do so with disadvantage.
humanoid and beast forms using a legendary action.
While in beast form, the Daughter uses her Wisdom ACTIONS
modi er for attack and damage rolls when making a Multiattack (humanoid form). The Daughter makes two Light
claw attack, and adds her Charisma modi er to her AC. Wreath attacks.
Unarmored Defense. While in her humanoid form, the Multiattack (beast form). The Daughter makes two claw
Daughter adds her Wisdom modi er to her AC. attacks.
Innate Forcecasting The Daughter's forcecasting Ability is Claw attack (beast form). Melee Weapon Attack: +13 to hit,
Wisdom, (power save DC 21, +13 to hit with force reach 5 ft., one target. Hit: 21 (4d6+7) kinetic damage.
attacks). She can innately cast the following force
powers: Light Wreath (humanoid form). Melee Force Attack: +13 to hit,
reach 5 ft., one target. Hit: 14 (4d6) energy damage.
At Will: sense force, sense emotion, calm emotions, heal (cast
as a 3rd level power), sanctuary LEGENDARY ACTIONS
3/Day Each: improved heal, stun, restoration (the power can The Daughter can take 3 legendary actions choosing
affect any condition except incapacitated), wall of light (deals from the list below. Only one legendary action can be
4d10 damage on contact instead) used at a time and only at the end of another creatures
turn. The Daughter regains all spent legendary actions at
1/Day Each: stasis, revitalize the start of her turn.
Light Resistance The Daughter has advantage against the Quick Casting. The Daughter can cast one of her at-will
saving throws against Light force powers force powers.
Pool of Knowledge When the Daughter would cast a power Shifting Aura (2 actions). The Daughter can activate one of
with a casting time of one action, she can cast the power her Mastery Auras or change which aura is active.
as a bonus action instead.
Claw (beast form). The Daughter makes a claw attack.
Enhanced Casting The Daughter's force powers are
considered enhanced. Force Step The Daughter moves up to her speed without
provoking opportunty attacks.
Legendary Resistance (3/Day) If The Daughter fails a saving
throw, she can choose to succeed instead. Metamorphosis. The Daughter transitions from a beast
form to a humanoid form or vice versa.

25
CLONE COMMANDOS
Clone commandos were elite clone troopers that served in the Grand Army of the Republic during the Clone Wars. A
result of the Kaminoans' genetic experimentation with Jango Fetts genes and elite training, they were equipped with
grenades, sabotage gear, and the DC-17m Interchangeable Weapon System. They choose the colors on their armor.

COMMANDO Keen Hearing and Sight. The clone has advantage on


Medium humanoid (human), lawful good Wisdom (Perception) checks relying on hearing or sight.
IWS. The IWS has three modes. As a bonus action, the
Armor Class 19 (powered battle armor, light shield commando can switch between modes.
generator)
Hit Points 150 (20d8+80) ACTIONS
Speed 30 ft. Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range


STR DEX CON INT WIS CHA 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.
14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16(+3) IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range
120/480 ft., one target. Hit: 12 (1d12+6) energy damage.
Saving Throws Str +6, Dex +10, Wis +8 IWS Antiarmor Mode (6/day). The commando res a
Skills Acrobatics +10, Intimidation +7, Perception +8, grenade, choosing a point within 60/240 feet. Each
Survival +8 creature within 10 feet must make a DC 13 Dexterity
Damage Resistances energy and kinetic from saving throw. If the grenade is red at long range, this
unenhanced sources saving throw is made at advantage. A creature takes 7
Senses darkvision 60 ft, passive Perception 18 (2d6) kinetic damage on a failed save, or half as much as
Languages Galactic Basic and one other on a successful one.
Challenge 12 (8,400 XP)
Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 8 (1d4+6) kinetic damage.
TRAITS
Aggressive. As a bonus action, the commando can move
REACTIONS
up to its speed toward a hostile creature that it can see. Leadership (Recharges after a Short or Long Rest). The
commando can utter a special command or warning
Brave. The commando has advantage on saving throws whenever a non-hostile creature that it can see within 30
against being frightened. feet of it makes an attack roll or a saving throw. The
creature can add a d6 to its roll provided it can hear and
Close Quarters Shooter. Other creatures provoke an
understand the commando. A creature can bene t from
opportunity attack when they move to within 15 feet of
only one Leadership die at a time.
the commando, and it can use its blaster weapons when
making opportunity attacks.

26
DEMOLITIONS COMMANDO Breaching Charge Expert. When the demolitions commando
Medium humanoid (human), lawful good installs a breaching charge, it can do so in 30 seconds,
instead of 1 minute.
Armor Class 19 (powered battle armor, light shield Innate Techcasting. The commando's innate techcasting
generator) modi er is Intelligence (power save DC 16, +8 to hit with
Hit Points 150 (20d8+80) tech attacks). It can innately cast the following powers:
Speed 30 ft. At-will: combustive shot, jet of flame
3/day: explosion
STR DEX CON INT WIS CHA
ACTIONS
14 (+2) 22 (+6) 18 (+4) 18 (+4) 16 (+3) 16 (+3)
Multiattack. The commando makes three weapon attacks.
Saving Throws Str +6, Dex +10, Wis +7 IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range
Skills Acrobatics +10, Intimidation +7, Survival +7, 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.
Technology +8
Damage Resistances energy and kinetic from IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range
unenhanced sources 120/480 ft., one target. Hit: 12 (1d12+6) energy damage.
Senses darkvision 60 ft, passive Perception 18 IWS Antiarmor Mode (6/day). The commando res a
Languages Galactic Basic and one other grenade, choosing a point within 60/240 feet. Each
Challenge 15 (13,000 XP) creature within 10 feet must make a DC 16 Dexterity
saving throw. If the grenade is red at long range, this
TRAITS saving throw is made at advantage. A creature takes 18
(4d6+4) kinetic damage on a failed save, or half as much
Aggressive. As a bonus action, the commando can move as on a successful one.
up to its speed toward a hostile creature that it can see.
Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Brave. The commando has advantage on saving throws one target. Hit: 8 (1d4+6) kinetic damage.
against being frightened.
REACTIONS
Close Quarters Shooter. Other creatures provoke an
opportunity attack when they move to within 15 feet of Volatile Reflexes. When the demolitions commando is the
the commando, and it can use its blaster weapons when target of the melee attack, it can use its reaction to
making opportunity attacks. throw a grenade behind the attacking creature. The
target must make a DC 16 Dexterity saving throw. On a
IWS. The IWS has three modes. As a bonus action, the failure, the attacking creature takes 18 (4d6+4) kinetic
commando can switch between modes. damage and has disadvantage on the triggering attack
roll. On a success, the attacking creature takes half
damage.

27
SNIPER COMMANDO Advanced Positioning. Once per turn, when the commando
Medium humanoid (human), lawful good hits with a ranged attack against a target 30 feet or more
away and there are no enemies within 5 feet of the
commando, the commando deals an extra 14 (4d6)
Armor Class 19 (powered battle armor, light shield
damage to the target. This damage is the same type as
generator) the weapon’s damage.
Hit Points 150 (20d8+80)
Speed 30 ft., crawl 30 ft. Keen Hearing and Sight. The commando has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
STR DEX CON INT WIS CHA IWS. The IWS has three modes. As a bonus action, the
14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16(+3) commando can switch between modes.
ACTIONS
Saving Throws Str +6, Dex +10, Wis +8
Skills Acrobatics +10, Intimidation +7, Perception +8, Multiattack. The commando makes three weapon attacks.
Stealth +16
IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range
Damage Resistances energy and kinetic from
320 ft., one target. Hit: 10 (1d8+6) energy damage.
unenhanced sources
Senses darkvision 60 ft, passive Perception 18 IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range
Languages Galactic Basic and one other 480 ft., one target. Hit: 12 (1d12+6) energy damage.
Challenge 13 (10,000 XP)
IWS Antiarmor Mode (6/day). The commando res a
grenade, choosing a point within 60/240 feet. Each
TRAITS creature within 10 feet must make a DC 13 Dexterity
Brave. The commando has advantage on saving throws saving throw. If the grenade is red at long range, this
against being frightened. saving throw is made at advantage. A creature takes 7
(2d6) kinetic damage on a failed save, or half as much as
Prone Combatant. When prone, the commando does not on a successful one.
have disadvantage on attack rolls made against targets Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft.,
within 30 feet of it.
one target. Hit: 8 (1d4+6) kinetic damage.
Sharpshooting Master. The commando ignores half cover
and three-quarters cover.

28
SLICER COMMANDO Techcasting. The commando is a 9th-level techcaster. Its
Medium humanoid (human), lawful good techcasting modi er is Intelligence (power save DC 17,
+9 to hit with tech attacks, 7 tech points). It knows the
following tech powers:
Armor Class 19 (powered battle armor, light shield
generator) At-will: combustive shot, encrypted message, ion blast
Hit Points 150 (20d8+80)
1st-level: analyze, element of surprise, energy shield
Speed 30 ft.
2nd-level: hold droid

STR DEX CON INT WIS CHA ACTIONS


14 (+2) 22 (+6) 18 (+4) 20 (+5) 16 (+3) 16 (+3) Multiattack. The commando makes three weapon attacks.

IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range


Saving Throws Str +6, Dex +10, Int +9 80/320 ft., one target. Hit: 10 (1d8+6) energy damage.
Skills Acrobatics +10, Intimidation +7, Perception +7,
Technology +9 IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range
Damage Resistances energy and kinetic from 120/480 ft., one target. Hit: 12 (1d12+6) energy damage.
unenhanced sources IWS Antiarmor Mode (6/day). The commando res a
Senses darkvision 60 ft, passive Perception 18 grenade, choosing a point within 60/240 feet. Each
Languages Galactic Basic and one other creature within 10 feet must make a DC 13 Dexterity
Challenge 13 (10,000 XP) saving throw. If the grenade is red at long range, this
saving throw is made at advantage. A creature takes 7
TRAITS (2d6) kinetic damage on a failed save, or half as much as
on a successful one.
Aggressive. As a bonus action, the commando can move
up to its speed toward a hostile creature that it can see. Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 8 (1d4+6) kinetic damage.
Brave. The commando has advantage on saving throws
against being frightened. REACTIONS
Close Quarters Shooter. Other creatures provoke an Sabotage. When the commando or any of its allies within
opportunity attack when they move to within 15 feet of 15 feet are the target of a tech power or are within the
the commando, and it can use its blaster weapons when range of a tech power's area of e ect, the commando
making opportunity attacks. can use its reaction to force the caster to make a DC 17
Intelligence saving throw. On a failure, the power's
Keen Hearing and Sight. The commando has advantage on e ects are negated and the caster takes 1d6 lightning
Wisdom (Perception) checks that rely on hearing or damage per the level of the power it was casting.
sight. Additionally, the caster's tech focus is overloaded and
cannot be used to cast tech powers for 1 minute. At the
IWS. The IWS has three modes. As a bonus action, the
end of each of the caster's turns, it can repeat the saving
commando can switch between modes.
throw, ending this e ect on its focus on a success.
Combat Casting. The commando has advantage on
Constitution saving throws made to maintain
concentration on a power. Additionally, when the
commando uses its action to cast a tech power, it can
make one weapon attack as a bonus action.

29
ALPHA-CLASS ARC TROOPER WESTAR-M5 Blaster Rifle Ranged Weapon Attack: +10 to hit,
Medium humanoid (human), lawful light range 80/320 ft., one target. Hit: 11 (1d8+7) energy
damage.
Armor Class 18 (composite armor) WESTAR-M5 Rapid fire One target within range must
Hit Points 150 (20d8+80) succeed on a Dexterity saving throw (DC ) or take 16
Speed 30 ft. (2d8+7) energy damage.
WESTAR-M5 Grenade Launcher. The ARC trooper loads and
STR DEX CON INT WIS CHA res a grenade chosen from the options below, choosing
a point within 60/240 feet. If the grenade is red at long
17 (+3) 24 (+7) 18 (+4) 18 (+4) 18 (+4) 14(+2) range, the saving throw is made at advantage.
Hidden Blade. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Saving Throws Strength +7, Dexterity +11, Wisdom +
one target. Hit: 9 (1d4+7) kinetic damage.
Skills Athletics +7, Investigation +8, Medicine +8,
Intimidation +6, Perception +8, Piloting +8, Stealth Fragmentation Grenade (3/Day). The ARC trooper throws a
+11, Survival +8 grenade, choosing a point within 40 ft. Each creature
Damage Resistances energy and kinetic from within 10 feet must make a DC 13 Dexterity saving
unenhanced sources throw. A creature takes 7 (2d6) kinetic damage on a
Senses darkvision 60 ft, passive Perception 18 failed save, or half as much as on a successful one.
Languages Galactic Basic and Mando'a Flash Grenade (3/Day). The ARC trooper throws a grenade,
Challenge 11 (7,200 XP) choosing a point within 40 ft. Each creature within 10
feet must make a DC 13 Dexterity saving throw. On a
TRAITS failed save, a creature is blinded for 1 minute. At the
start of an a ected creature’s turn, they can repeat this
Brave. The ARC trooper has advantage on saving throws save, ending the e ect on a success.
against being frightened.
Ion Grenade (3/Day). The ARC trooper throws a grenade,
Close Quarters Shooter. Other creatures provoke an choosing a point within 40 ft. Each creature within 10
opportunity attack when they move to within 15 feet of feet must make a DC 13 Dexterity saving throw. A
the ARC trooper, and it can use its blaster weapons creature takes 5 (2d4) ion damage on a failed save, or
when making opportunity attacks. half as much as on a successful one. Any electronics
within the blast radius are disabled until rebooted.
Cunning Action. On each of his turns, the ARC trooper can
use a bonus action to take the Dash, Disengage, or Hide REACTIONS
Action.
Leadership (1/rest). The ARC trooper can utter a special
Keen Hearing and Sight. The ARC trooper has advantage on command or warning whenever a non-hostile creature
Wisdom (Perception) checks that rely on hearing or that it can see within 30 feet of it makes an attack roll or
sight. a saving throw. The creature can add a d6 to its roll
provided it can hear and understand the commando. A
ACTIONS creature can bene t from only one Leadership die at a
Multiattack. The ARC trooper makes three weapon attacks. time.

ALPHA-CLASS ARC TROOPERS


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

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

30
DESIGNATED ARC TROOPERS
During the war, the shortening supply of ARCs and their high demand for tactical missions forced the GAR to look for
clone troopers to ll their role. As early as 21 BBY, clone troopers who demonstrated exceptional ability could be
promoted to ARC trooper and would receive similar duties, though they were not genetically engineered in the same
ways as the Alpha and Null classes and lacked ARC training. In this manner, clone troopers Fives and Echo of the
501st Legion were given the designation of ARC Trooper following their successful defense of Kamino.

ARC TROOPER ACTIONS


Medium humanoid (human), lawful light
Multiattack. The ARC trooper makes two weapon attacks
and can make one o hand attack as a bonus action.
Armor Class 19 (composite armor)
Hit Points 120 (16d8+48) Blaster pistol. Ranged Weapon Attack: +9 to hit, range 40/160
Speed 30 ft. ft., one target. Hit: 8 (1d6+5) energy damage.
Offhand Blaster pistol. Ranged Weapon Attack: +9 to hit, range
40/160 ft., one target. Hit: 8 (1d6+5) energy damage.
STR DEX CON INT WIS CHA
Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one
13 (+1) 20 (+5) 16 (+3) 17 (+3) 15 (+2) 14 (+2)
target. Hit: 7 (1d4+5) kinetic damage.
Saving Throws Dexterity +8, Wisdom +5 Fragmentation Grenade (3/Day). The ARC trooper throws a
Skills Acrobatics +8, Investigation +6, Perception +5, grenade, choosing a point within 40 ft. Each creature
Persuasion +5, Piloting +6, Stealth +8, Survival +5 within 10 feet must make a DC 13 Dexterity saving
Damage Resistances energy and kinetic from throw. A creature takes 7 (2d6) kinetic damage on a
unenhanced sources failed save, or half as much as on a successful one.
Senses darkvision 60 ft, passive Perception 15 Flash Grenade (3/Day). The ARC trooper throws a grenade,
Languages Galactic Basic choosing a point within 40 ft. Each creature within 10
Challenge 8 (3,900 XP) feet must make a DC 13 Dexterity saving throw. On a
failed save, a creature is blinded for 1 minute. At the
TRAITS start of an a ected creature’s turn, they can repeat this
save, ending the e ect on a success.
Brave. The ARC trooper has advantage on saving throws
against being frightened. Ion Grenade (3/Day). The ARC trooper throws a grenade,
choosing a point within 40 ft. Each creature within 10
Close Quarters Shooter. Other creatures provoke an feet must make a DC 13 Dexterity saving throw. A
opportunity attack when they move to within 15 feet of creature takes 5 (2d4) ion damage on a failed save, or
the ARC trooper, and it can use its blaster weapons half as much as on a successful one. Any electronics
when making opportunity attacks. within the blast radius are disabled until rebooted.
Cunning Action. On each of his turns, the ARC trooper can REACTIONS
use a bonus action to take the Dash, Disengage, or Hide Leadership (1/rest). The ARC trooper can utter a special
Action. command or warning whenever a non-hostile creature
Keen Hearing and Sight. The ARC trooper has advantage on that it can see within 30 feet of it makes an attack roll or
Wisdom (Perception) checks that rely on hearing or a saving throw. The creature can add
sight. a d6 to its roll provided it can hear and
understand the commando. A creature
Two Weapon Mastery. The ARC trooper adds it's ability can bene t from only one Leadership
modi er to two-weapon ghting damage. Additionally die at a time.
the ARC trooper gains a +1 bonus to AC while wielding a
separate weapon in each hand (included).

31
CORPORATIONS, GUILDS, &
UNIONS
The Galaxy is full of private enterprises, both within
and outside of the Republic. Employees of these
companies, guilds, and clans can sometimes be
dangerous.

CORPORATE INTERN
Medium humanoid (any), any alignment

Armor Class Armor Class 12 (combat suit)


Hit Points Hit Points 9 (2d8)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 11 (+0)

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

Techcasting. The intern is a 1st-level techcaster. Its


techcasting ability is Intelligence (power save DC 12, +4
to hit with tech attacks) and it has 4 tech points. The
intern knows the following tech powers:
At will: electroshock, jet of flame, poison spray, ward
1st level: oil slick, smoke cloud
ACTIONS
Electrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4+1) kinetic damage and make a
DC 13 constitution saving throw or take 1d4 lightning
damage and gain the shocked condition.
CORPORATE EMPLOYEE
Medium humanoid (any), any alignment
Light pistol. Ranged Weapon Attack: +3 to hit, 40/160 ft.,
one target. Hit: 3 (1d4+1) energy damage. Armor Class Armor Class 14 (heavy combat suit+light
shield generator)
Hit Points Hit Points 27 (5d8+5)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 15 (+2) 12 (+1) 11 (+0)

Saving Throws Dex +4


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

Techcasting. The employee is a 4th-level techcaster. Its


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

At will: acid splash, electroshock, poison spray, temporary


boost
1st level: kolto pack, overload, stack the deck, tracer bolt
2nd level: electromesh, mirror image
ACTIONS
Blaster Pistol. Ranged Weapon Attack: +3 to hit, range
40/160 ft., one target. Hit: 4 (1d6+1) energy damage.

32
SOFTWARE DEVELOPER
Medium humanoid (any), any lawful CHEMIST
Medium humanoid (any), any alignment
Armor Class Armor Class 15 (heavy combat suit+light
shield generator) Armor Class Armor Class 15 ( ber armor+light shield
Hit Points Hit Points 40 (9d8) generator)
Speed 30ft. Hit Points Hit Points 88 (16d8+16)
Speed 30ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 19 (+4) 12 (+1) 9 (-1)
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 9 (-1)
Saving Throws Dex +4, Int +7
Skills Lore +7, Technology +7 Saving Throws Dex +4, Int +7
Senses passive Perception 11 Skills Lore +7, Perception +4, Technology +7
Languages Galactic Basic, two others Senses Passive Perception 14
Challenge 6 (2,300 XP) Languages Galactic Basic, two others
Challenge 11 (7,200 XP)
Techcasting. The developer is a 9th-level techcaster. Its
techcasting ability is Intelligence (power save DC 15, +7 Techcasting. The chemist is an 11th-level techcaster. Its
to hit with tech attacks) and it has 36 tech points. The techcasting ability is Intelligence (power save DC 15, +7
developer knows the following tech powers: to hit with tech attacks) and it has 44 tech points. The
chemist knows the following tech powers:
At will: assess the situation, electrical burst, electroshock,
minor hologram, ward At will: acid splash, cryogenic burst, jet of flame, poison spray
1st level: alarm, decryption program, energy shield, hologram, 1st level: absorb energy, condense/vaporize, cryogenic blast,
overload, repair droid poison dart, smoke cloud, oil slick
2nd level: detect invisibility, hold droid, mirror image, 2nd level: acid dart, cryogenic volley, paralyze humanoid,
translocate pyrotechnics, toxin purge
3rd level: diminish tech, greater hologram, scramble 3rd level: cryogenic suspension, debilitating gas, explosion,
interface, tech override protection from energy
4th level: ballistic shield, synchronicity 4th level: corrosive sphere, cryogenic storm
5th level: override interface 5th level: toxic cloud
ACTIONS ACTIONS
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120
40/160 ft., one target. Hit: 5 (1d6+2) energy damage. ft., one target. Hit: 13 (1d4+2) energy damage.

33
CORPORATE MANAGER SENIOR SCIENTIST
Medium humanoid (any), any alignment
Medium humanoid (any), lawful dark

Armor Class Armor Class 15 ( ber armor+light shield


Armor Class Armor Class 19 (powered battle generator)
armor+medium shield generator) Hit Points Hit Points 110 (20d8+20)
Hit Points Hit Points 99 (18d8+18) Speed 30ft.
Speed 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
Saving Throws Con +5, Dex +6, Int +9
Saving Throws Con +5, Dex +6, Int +9 Damage Resistances acid, cold, re, ion, lightning,
Damage Resistances Damage from tech powers and sonic damage
Skills Deception +11, Technology +9 Skills Deception +11, Technology +9
Senses passive Perception 12 Senses passive Perception 12
Languages Galactic Basic, one other Languages Galactic Basic, one other
Challenge 12 (8,400 XP) Challenge 13 (10,000 XP)
Tech Resistance. The manager has advantage on saving
Techcasting. The senior scientist is an 18th-level
throws against tech powers.
techcaster. Its techcasting ability is Intelligence (power
Techcasting. The manager is an 18th-level techcaster. Its save DC 17, +9 to hit with tech attacks) and it has 72
tech points. The scientist knows the following tech
techcasting ability is Intelligence (power save DC 17, +9
powers:(6th level and above powers are usable 1/day)
to hit with tech attacks) and it has 72 tech points. The
manager knows the following tech powers:(6th level At will: acid splash, cryogenic burst, jet of flame, poison spray
and above powers are usable 1/day)
1st level: absorb energy, condense/vaporize, cryogenic blast,
At will: electrical burst, electroshock, ion blast, jet of flame, poison dart, smoke cloud, oil slick
poison spray, ward 2nd level: acid dart, cryogenic volley, paralyze humanoid,
1st level: absorb energy, energy shield, tracer bolt pyrotechnics, toxin purge
2nd level: mirror image, pyrotechnics, translocate 3rd level: cryogenic suspension, debilitating gas, explosion,
3rd level: diminish tech, explosion, tech override protection from energy
4th level: corrosive sphere, kolto reserve, salvo 4th level: corrosive sphere, kolto reserve, cryogenic storm
5th level: cryogenic spray, friendly fire, greater translocate 5th level: cryogenic spray, toxic cloud
6th level: programmed illusion, security protocols 6th level: carbon fog, carbonite, firestorm
7th level: cage 7th level: neurotoxin
8th level: scrambling field 8th level: incendiary cloud
9th level: invulnerability 9th level: carbonite explosion
ACTIONS ACTIONS
Sonic Pistol. Ranged Weapon Attack: +6 to hit, range Sonic Pistol. Ranged Weapon Attack: +6 to hit, range
40/160 ft., one target. Hit: 6 (1d6+2) sonic damage. 40/160 ft., one target. Hit: 6 (1d6+2) sonic damage.

34
CORPORATE CHIEF OFFICER
Medium humanoid (any), any dark

Armor Class Armor Class 21 (heavy durasteel armor,


heavy shield)
Hit Points 180 (19d8+95)
Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 19 (+4) 12 (+1) 18 (+4)

Saving Throws Con +11, Dex +6, Int +10, Wis +7


Damage Resistances Lightning
Condition Immunities Frightened, exhaustion
Skills Athletics +11, Deception +9, Insight +7
Senses passive Perception 11
Languages Galactic Basic, one other
Challenge 17 (18,000 XP)

Electric Field. When a creature hits the chief o cer with


an attack, it takes 4 lightning damage as long as the
chief o cer is not incapacitated.
Tech Resistance. The chief o cer has advantage on
saving throws against tech powers.
Techcasting. The chief o cer is a 19th-level techcaster.
Its techcasting ability is Intelligence (power save DC 18,
+10 to hit with tech attacks) and it has 76 tech points.
The chief o cer knows the following tech powers:(6th
level and above powers are usable 1/day)
At will: electrical burst, electroshock, ion blast, jet of flame,
poison spray, ward
1st level: absorb energy, energy shield, tracer bolt
2nd level: mirror image, pyrotechnics, translocate
3rd level: diminish tech, explosion, tech override
4th level: corrosive sphere, kolto reserve, salvo
5th level: cryogenic spray, friendly fire, greater translocate
6th level: programmed illusion, security protocols
7th level: cage
8th level: scrambling field
9th level: invulnerability
ACTIONS
Multiattack. The chief o cer makes three Electrobaton
attacks.

Conquering Presence (1/Day). Each creature within 30 feet


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

35
The Phase III trooper's standard weapon
DARK TROOPERS complement included a large handheld assault cannon
The Dark Trooper Project was a program run by and two shoulder-mounted seeker missile launcher
General Rom Mohc of the Galactic Empire, funded by racks that were hidden under the suit's shoulder plates
Emperor Palpatine, to develop what would have when not in use. They were issued additional
become next generation stormtroopers/battle droids, fragmentation grenades, thermal detonators, and
the dark troopers. concussion grenades. Phase III Dark troopers wore
black armor made of the nearly indestructible metal
PHASE ZERO DARK TROOPER phrik, mined on the moon Gromas 16. It provided
The Dark Trooper Phase Zero project was superior protection against enemy re including
implemented in the early years of the Empire to deal energy weapons such as lightsabers. Some of the
with a shortage of experienced troops. To return Phase III Dark Troopers also were equipped with an
veterans of the Clone Wars to peak condition, their array of integrated weaponry, including a pair of dual
limbs and organs were removed and replaced with blaster cannons, two in each wrist, and six PLEX rocket
cybernetics using much of the same technology used tubes located under the shoulder plates, three per
to transform Darth Vader into a cyborg. In some cases, shoulder.
over 70% of a clone's body was replaced. With their The Phase III troopers were the ultimate battle droid:
years of combat experience and cybernetic an amalgam of a clone's creativity, unpredictability,
enhancements, the units that did make it onto the eld and initiative combined with the resilience and
were undeniably e ective. However, as the subjects repower of a heavy battle droid. However, it could
were forcibly recruited into the project, many Phase also serve as an exosuit for
Zero Dark Troopers could not cope with the state of living soldiers.
being more machine than man and attempted suicide.
The project was eventually shut down as the Empire
grew in power and the recruitment rate of non-clones
rose.
A number of Dark Troopers served on battlefronts
shortly before the Battle of Yavin. They were out tted
with Blast Cannons, SE-14r light repeating blasters,
thermal detonators, ARC Casters, and Commando
Pistols. They also had a jump pack.

PHASE I DARK TROOPER


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

PHASE II DARK TROOPER


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

PHASE III DARK TROOPER


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

36
DARK TROOPER, PHASE ZERO
Medium Humanoid, Unaligned

Armor Class 16 (Armor Plating)


Hit Points 90 (12d8+36)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 11 (+0) DARK TROOPER, PHASE I
Medium Droid, Unaligned
Skills Acrobatics +5
Damage Vulnerabilities Ion
Damage Resistances Poison, Necrotic Armor Class 18 (Armor Plating + medium physical
Senses 60ft Darkvision, Passive Perception 14 shield)
Languages Galactic Basic, One Other Hit Points 104 (16d8+32)
Challenge 3 (700 XP) Speed 40ft

Circuitry: The Phase Zero Dark Trooper has


STR DEX CON INT WIS CHA
disadvantage on saving throws against e ects that
would deal Ion or lightning damage. 17 (+3) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 8 (-1)

Jump Pack (Recharge 5-6): As a bonus action, the Phase


Skills Athletics +5, Perception +4
Zero Dark Trooper can move double its movement
Damage Resistances Necrotic, Poison, Psychic
speed, ignoring di cult terrain.
Damage Immunities Poison, Disease
ACTIONS Senses Darkvision 60ft, Passive Perception 14
Multiattack. The Phase Zero Dark Trooper makes two
Languages Binary
weapon attacks with its Vibro Baton, Shotgun or
Challenge 4 (1,100 XP)
Blaster Carbine.
Circuitry When the droid drops below half its hit points
Vibro Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., (52), the droid has disadvantage on saving throws
one target. Hit: 11 (2d4+3) kinetic damage. against e ects that would deal ion or lightning
damage.
Shotgun. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 11 (2d4+3) kinetic damage. Phrik Skeleton While the Droid has half or more of it's
maximum hit points (52), the Phase One Dark Trooper
Blaster Carbine Ranged Weapon Attack: +5 to hit, range
has resistance to energy and ion weapons. Otherwise,
60/240 ft., one target. Hit: 7 (1d6+3) 1d6 energy
it gains vulnerability to ion damage.
damage.
Blaster Volley (Recharge 5-6). The Phase Zero Dark Trooper
ACTIONS
sprays a 10-foot-cube area within range with shots. Multiattack. The Phase One Dark Trooper can make
Each creature in the area must make a DC 13 Dexterity three melee attacks with its wrist blade or shield.
saving throw, taking normal weapon damage on a
failed save. Wrist Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8+3) kinetic damage.
Frag Grenade (1/day). The Dark Trooper throws a grenade
choosing a point within 40 ft. Each creature within 10 Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft. must make a DC 12 Dexterity saving throw, taking 7 one target. Hit: 5 (1d4+3) kinetic damage and the target
(2d6) kinetic damage on a failed save or half as much must make a DC 15 Strength saving throw or be
on a successful one. knocked prone.

37
DARK TROOPER, PHASE II
Medium Droid, unaligned

Armor Class 17 (Armor Plating)


Hit Points 130 (20d8+40)
Speed 30ft

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 13 (+1) 11 (0) 10 (0)

Saving Throws Str +7, Con +5


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

Circuitry When the droid drops below half its hit points
(65), the droid has disadvantage on saving throws
against e ects that would deal ion or lightning
damage.
Phrik Skeleton While the Droid has half or more of it's
maximum hit points (65), the Phase II Dark Trooper has
resistance to energy and ion weapons. Otherwise, it
gains vulnerability to ion damage.
ACTIONS
Multiattack. The Phase II Dark Trooper makes an
underslung missile launcher attack and then can make
three assault cannon attacks or an assault cannon
barrage.

Assault Cannon. Ranged Weapon Attack. +6 to hit, range


80/320 ft., one target. Hit: 8 (1d10+3) energy damage.
Assault Cannon Barrage (Recharge 5-6). The Phase Two Dark
Trooper sprays a 20-foot-cube area within range with
shots. Each creature in the area must make a DC 14
Dexterity saving throw, taking normal weapon damage
on a failed save.
Underslung Missile Launcher Ranged Weapon Attack. +6 to
hit, range 240 ft., one target. Hit: 6 (1d6+3) kinetic
damage. Additionally, hit or miss, the missile then
explodes. The target and each creature within 5 feet
must make a Dexterity saving throw (DC 16), taking 7
(2d6) kinetic damage on a failed save.
REACTIONS
Energy Shield (5/Day). The Phase II Darktrooper engages
its personal energy shield. Until the start of its next
turn it has a +5 Bonus to its AC.

38
DARK TROOPER, PHASE III Legendary Resistance (3/day). If the Phase III Dark Trooper
Large droid, unaligned fails a save, it can choose to succeed instead.
ACTIONS
Armor Class 20 (armor plating)
Multiattack. The Phase Three Darktrooper can make four
Hit Points 170 (20d10+60)
Assault Cannon or strike attacks or two Shoulder Missile
Speed 25ft walking, 25ft ying
Launcher attacks.

Assault Cannon Ranged Weapon Attack. +7 to hit, range


STR DEX CON INT WIS CHA 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.
18 (+4) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 10 (0)
Assault Cannon Barrage (Recharge 5-6). The Phase III Dark
Trooper sprays a 20-foot-cube area within range with
Saving Throws Str +8, Con +7, Wis +5 shots. Each creature in the area must make a DC 15
Skills Athletics +8, Intimidation +4, Perception +5 Dexterity saving throw, taking normal weapon damage
Damage Resistances Necrotic, Poison, Psychic on a failed save.
Condition Immunities Poison, Disease
Strike Melee Weapon Attack. +8 to hit, reach 5 ft., one
Senses 120ft Darkvision, Passive Perception 15
target, Hit: 8 (1d8+4) damage.
Languages Galactic Basic, Binary
Challenge 12 (8,400 XP) Shoulder Missile Launcher. Ranged Weapon Attack. +7 to hit,
range 240 ft., one target. Hit: 7 (1d8+3) kinetic damage.
Circuitry When the droid drops below half its hit points Additionally, hit or miss, the missile then explodes. The
(85), the droid has disadvantage on saving throws target and each creature within 5 feet must make a
against e ects that would deal ion or lightning damage. Dexterity saving throw (DC 16), taking 9 (2d8) kinetic
damage on a failed save.
Phrik Skeleton While the Droid has half or more of it's
Shoulder Missile Barrage (Recharge 5-6). The Dark Trooper
maximum hit points (85), the Phase III Dark Trooper has
resistance to energy and ion weapons. Otherwise, it unleashes a salvo of micro missiles at a point within
gains vulnerability to ion damage. 240ft. Every creature within thirty feet of the point
chosen must make a Dexterity saving throw (DC 15),
Exoskeleton Capable The Phase III Dark Trooper is designed taking 35 (10d6) Kinetic Damage on a failed save or half
to be used as a combat exoskeleton as well as a fully as much on a successful one.
autonomous droid. If the Dark Trooper is being used as
Frag Grenade (5/day). The Dark Trooper throws a grenade
armor, the individual’s Str and Con mods are replaced by
those of the suit. It also replaces condition immunities choosing a point within 40 feet, each creature within 10
and damage resistances/immunities with the ones of the feet must make a DC 12 Dexterity saving throw, taking
individual using it. 14 (4d6) on a failed save or half as much on a successful
one.

39
DROID TANKS
NR-N99 PERSUADER-CLASS DROID
ENFORCER
The NR-N99 Persuader-class droid enforcer of the
Confederacy of Independent Systems is a droid tank
manufactured by the Techno Union and mainly utilized
by Corporate Alliance. The impressive armament of the
tank includes ion cannons and heavy repeating
blasters, although this weapons package could be
swapped out with alternative packages that included
shock ri es or concussion missile launchers. The tank
moves by way of its huge central tread, and it is
augmented on either of its sides by forward-mounted
outrigger wheels on a pontoon tread, which gives
additional stability. Infantry soldiers are also able to
ride on top of these tanks. The NR-N99 Persuader-class
tank droid is able to move up to 60 km/hr, but this
droid tank lacks the agility of walking droid tanks. It is
also able to plow through battle elds and ram
barricades. The droid is able to function through a
variety of terrain, and the droid is also able to move on
top of water.
The NR-N99 Persuader-class droid enforcer
is well-armored, possesses heat exchange
panels and communications antennae, and the
unit has armor-shielded photoreceptors. It was
designed to be be able to function with its computer
brain, but the vehicle could also be controlled by a pilot
droid.

NR-N99 PERSUADER-CLASS ACTIONS


DROID ENFORCER Multiattack. The droid tank makes one crushing stride
Huge droid, unaligned attack, one heavy repeating blaster attack and one ion
cannon attack.
Armor Class 15 (armor plating) Ion Cannons. Ranged Weapon Attack +6 to hit, 150/300, one
Hit Points 138 (12d12+60) target. Hit 27 (4d10+5) ion damage.
Speed 40 ft., swim 40 ft.
Heavy Repeating Blasters. Ranged Weapon Attack: +6 to hit,
range 120/240 ft., one target. Hit: 27 (4d10+5) energy
STR DEX CON INT WIS CHA damage.
20 (+5) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 1 (-5) Crushing Stride. The droid moves up to its speed in a
straight line. During this move, it can enter Large or
Saving Throws Str +10, Con +10 smaller creatures' spaces. A creature whose space the
Damage Vulnerabilities ion droid enters must make a DC 18 Dexterity saving throw.
On a failed save, the creature falls prone and takes 36
Damage Resistances necrotic, poison, psychic
(8d8) kinetic damage. On a successful save, the creature
Condition Immunities poison, disease takes half damage and is pushed 5 feet to the nearest
Senses darkvision 120ft., passive Perception 10 space out of the droid's path.If the droid remains in the
Languages Binary, Galactic Basic prone creature's space, the creature is also restrained
Challenge 8 (3,900 XP) until it's no longer in the same space as the droid. While
restrained in this way, the creature, or another creature
Circuitry. The droid tank has disadvantage on saving within 5 feet of it, can make a DC 18 Strength check. On
throws against e ects that would deal ion or lightning a success, the creature is shunted to an unoccupied
damage. space of its choice within 5 feet of the droid tank and is
no longer restrained.
Heavy Durasteel Armor. The outer layer of the droid is
Ram. The droid moves up to its speed in a straight line
covered in heavy armor, making it di cult for smaller
arms to damage it. Unless the damage from a single towards a structure or construct target. A structure or
attack or e ect exceeds 10 points, the droid takes no construct whose space the droid ends its turn adjacent
damage from that attack. If the droid takes an amount must make a DC 18 Strength saving throw. On a failed
of damage from a single attack or e ect equal to or save, the structure or construct takes 70 (10d12+5)
greater than its damage threshold, it takes damage as kinetic damage. On a successful save, the droid and the
normal. structure or construct both take half damage.

40
EMPEROR'S HAND
An Emperor's Hand, or Hand of the Emperor, is a Operations. Once given the title of Emperor's Hand,
Force-sensitive operative recruited, trained, and the agent is granted almost unlimited access and
employed by Emperor Palpatine to perform missions authority to accomplish their missions. Without
that are impossible, secret, or both. naming themselves as physical manifestations of the
Use. During his reign, Palpatine uses the Emperor's Emperor's will, Emperor's Hands can take command of
Hands to kill enemies where his more obvious tools, military units, starships or weapons as necessary. To
like Darth Vader or the Imperial Navy would be preserve their e ectiveness, only the highest echelons
ine ective, too public, or inappropriate. Common of the Imperial command structure are aware of the
targets include rogue governors, traitorous Hands' existence. The methodology varies by agent
commanders, rebellious leaders, or other internal or and mission, with styles ranging from silent sniper
external concerns. The Hands are considered the best strikes to destructive rampages. Regardless of their
assassins of their day. method, each Hand operates as a ghost; striking and
Selection. Often targeted at infancy, potential vanishing, which elevates them to near mythic levels
Emperor's Hands are tracked with keen interest by amongst those who dare cross the Emperor.
Palpatine until they reach maturity and impress him. Psychology. Unaware, unconvinced, or unconcerned
Some begin as thieves, some as warriors, some as of the Emperor's malicious intentions, the Hands
assassins, some as entertainers, but each manages to perform their missions out of sheer loyalty to
demonstrate their resourcefulness, skills and loyalty Palpatine. They view their killing as a way of defending
without incurring his wrath. the citizens of the Empire from its most dangerous
Training. After selection, an Emperor's Hand goes enemies, although in many cases their targets are
through comprehensive training in varied combat political enemies, rather than rogue commanders or
techniques, intelligence gathering and assassination. governors. Many, if not all, of the Hands are under the
Each Hand operates independently and is often under impression that they alone hold their particular
the false impression that he or she is the only position, and thus believed their relationship with the
Emperor's Hand. During training, Palpatine cultivates Emperor to be a special one. As a result of their
the Hand's latent Force abilities, but avoids providing extreme loyalty, and mental connection established
Jedi or Sith training. Thus, Hands who do not have any through the Force, many Hands would be deeply
Force training prior to their training are not expressly a ected by his death.
dark side users. The most important of their abilities is
a direct telepathic connection to Palpatine that allows
them to communicate across the galaxy. "I was his hand, Skywalker. That's how I was known to his
inner court: as the Emperor's Hand. I served him all over the
"Though I was seen at court, very few thought I was more galaxy, doing jobs the Imperial Fleet and stormtroopers
than a bauble kept about to add something to the cityscape. couldn't handle. That was my one great talent, you see ― I
What my master wished done was what I did. No questions. could hear his call from anywhere in the Empire, and report
No regrets. Total devotion to duty. Those who guessed I was back to him the same way. I exposed traitors for him,
more to the Emperor learned to fear that I might be turned brought down his enemies, helped him keep the kind of
on them someday." control over the mindless bureaucracies that he needed. I
―Mara Jade had prestige, and power, and respect."
―Mara Jade

Villains 41
13 (+1) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4)
1st Level: breath control, force body, force jump, sense
emotion, slow descent
Saving Throws Dex +10, Con +9, Int +7 2nd Level: coerce mind, dark shear, force confusion
Skills Acrobatics +10, Athletics +6, Deception +9, 3rd Level: knight speed, force repulse
Insight +9, Perception +9, Sleight of Hand +10,
Stealth +10 ACTIONS
Senses passive Perception 19 Multiattack. The Emperor's Hand makes three melee
Challenge 16 (15,000 XP) weapon attacks or three ranged weapon attacks.

Assassinate. During her rst turn, the Emperor's Hand has Lightfoil. Melee Weapon Attack: +10 to hit, reach 5 ft., one
advantage on attack rolls against any creature that creature. Hit: 14 (2d8+5) energy damage.
hasn't taken a turn. Any hit the Emperor's Hand scores
Heavy Pistol. Ranged Weapon Attack: +10 to hit, range
against a surprised creature is a critical hit.
40/160 ft., one target. Hit: 9 (1d8+5) energy damage.
Cunning Action. On each of her turns, she can use a bonus
action to take the Dash, Disengage, or Hide action.
REACTIONS
Uncanny Dodge. The Emperor's Hand halves the damage
Legendary Resistance (3/day). If the Emperor's Hand fails a that she takes from an attack that hits her. The
saving throw, it can choose to succeed instead. Emperor's Hand must be able to see the attacker.
Sneak Attack (1/turn). The Emperor's Hand deals an extra LEGENDARY ACTIONS
17 (5d6) damage when she hits a target with a weapon
Emperor's Hand can take 3 legendary actions, choosing
attack and has advantage on the attack roll, or when the
from the options below. Only one legendary action
target is within 5 feet of an ally of the Emperor's Hand
option can be used at a time and only at the end of
that isn't incapacitated and the Emperor's Hand doesn't
another creature's turn. Emperor's Hand regains spent
have disadvantage on the attack roll.
legendary
"Who were actions at theYou
my targets? start of its
name turn.
'em. Ambitious planetary
Tech Casting. The Emperor's Hand is a 5th level tech caster governers, greedy crime lords, disloyal officers. Did I believe
(tech save DC 15, +7 to hit with power attacks, 22 tech theyEmperor's
Move. were threatsHand
to thecan move
general up toMost
public? its speed without
of them. Did I
points). The Emperor's Hand knows the following provoking opportunity attacks.
ever feel sorry for them? Emotions were never part of the job.
powers. Emperor's
―Mara
Casting. Jade Skywalker,
Hand can in cast
a recording
an at-will power.
to Tionne
Solusar
Lightfoil Emperor's Hand makes one Lightfoil attack.

42 Villains
Marriage. Unmarried male Ewoks spend much of
EWOKS their time living alone in the forest building their own
Ewoks are sentient, diminutive, furry bipeds native to small huts near enough to the tree city to assist the
the forest moon of Endor. Ewoks in work. Unmarried females leave gifts of food,
Biology & Appearance. Ewoks are sentient clothing, or weaponry on the doorsteps of unmarried
humanoid mammals, averaging about one meter in males as a sign of their attraction and to tell how much
height. They are covered in fur from head to toe, with the village misses them and wishes they would come
brown and black the most common colors. Other back as part of a family and as the female's mate.
Ewoks have near-white or reddish fur, but red fur is If the male Ewok decides to take a mate, he has to
supposedly the rarest shade. Most Ewoks have solid- build a family hut in the tree city where he and his
colored fur, though a few sport stripes. Ewoks have mate could live. The construction of a new hut signaled
large, bright eyes, small humanoid noses, and hands that the male has decided to take a mate, at which
that possess two ngers and an opposable thumb. point all of the unmarried females try to woo him. Until
Despite their small size, Ewoks are physically strong his home is nished, the male does not decide whom
enough to overpower combat-trained Humans. The he is taking. The chosen female has the right to refuse
Human Mace Towani likened their appearance to "little the male or the hut he has built.
bears," though they are sometimes referred to as "mini Weapons & Tactics. The Ewoks use a variety of
Wookiees." weapons that include knives, stone spears, slingshots,
Ewok Meat. Ewok meat is sometimes used as a food. and bows and arrows. Their arrows are tipped with a
The diner Power Sliders in Abafar o ered Ewok Jerky to potent neurotoxin, ensuring that anyone who is shot
its customers during the Clone Wars. by them will die in an extremely gruesome manner;
History. Despite their primitive technology and their even seemingly minor wounds resulting in the victim
isolated homeworld, Ewoks were not totally unknown clawing o any headgear and gasping for air, the
in the wider galaxy, even before the arrival of the neurotoxin paralyzing every muscle in the victim's
Galactic Empire on Endor. As early as 3640 BBY, an body, including their lungs.
Ewok mercenary named Treek became involved in the They also utilize a pit trap that they often lure their
events of the Galactic War. enemies into by running away and thus triggering the
The Ewoks of Bright Tree Village, led by Chief Chirpa traps to have their enemies impaled by stakes xed to
and the medicine man Logray, had extensive contact the ground.
with o worlders. These Ewoks helped the shipwrecked Ewoks are also known to utilize weapons--such as
Humans Mace and Cindel Towani rescue their parents blasters--taken from sentients they fell.
from a Gorax. Later, a group of Sanyassan Marauders
who had crashed on the Forest Moon several decades
earlier attacked the Ewoks, killing all of the Towani
family except for Cindel, and taking several Ewoks
prisoner. A young Ewok named Wicket Wystri Warrick
helped Cindel and another shipwrecked Human (Noa
Briqualon) defeat the Sanyassans, rescue the
prisoners, and nd the parts needed to repair
Briqualon's ship. Finally, they helped stop an Imperial
scientist named Dr. Raygar, who attempted to steal the
sacred Sunstar and use it to take control of the Empire.
The Ewoks also had contact with the many other
sentient species on the Forest Moon, such as the
Yuzzums, Gupins, Lizard Warriors, and Teeks. Their
cousins, the swamp-dwelling Duloks, were rivals of the
Ewoks, and often made trouble for them.
Tribal Sturcture. The tribal structure of the Ewoks
has a Council of Elders ruling over each village, headed
by a chief. A medicine man also lives in the Ewok
village, a keeper of mystical lore, and a healer to the
injured. The warriors of the di erent tribes wear
ragged garments on the head to signify their tribe. The
warriors also wear wooden chest shields, the jawbones
of tiny animals, and sharp teeth. Some decorate
themselves with ornaments such as feathers,
necklaces, and pendants, making their body look like a
clutter of trinkets.
Prominent members of Ewok tribes carry totems to
symbolize their rank. The lead warrior wears a
headdress made of feathers called the "white wings of
hope." The eldest son of the tribal leader's family
wears a headdress called the "red wings of courage."
The second son wears the "blue wings of strength.

43
EWOK VILLAGER EWOK WARRIOR
Small humanoid (ewok), chaotic balanced Small humanoid (ewok), chaotic balanced

Armor Class 11 (natural armor) Armor Class 13 (natural armor)


Hit Points 7 (2d6) Hit Points 7 (2d6)
Speed 25 ft., climb 25 ft. Speed 25 ft., climbing 25 ft.

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

Senses passive perception 10 Skills Nature +2, Stealth +4, Survival +3


Languages Ewokese, Galactic Basic (understands Senses passive Perception 11
but cannot speak) Languages Ewokese, Galactic Basic (understands,
Challenge 0 (10 XP) but cannot speak)
Challenge 1/2 (100 XP)
Keen Smell. The ewok villager has advantage on Wisdom
(Perception) checks that rely on smell. Keen Smell. The ewok warrior has advantage on Wisdom
(Perception) checks that rely on smell.
Mask of the Wild. The ewok villager can attempt to hide
when it is lightly obscured by foliage, heavy rain, falling Mask of the Wild. The ewok warrior can attempt to hide
snow, mist, and other natural phenomena. when it is lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Treeclimber. The ewok villager has advantage on
Strength saving throws and Strength (Athletics) checks Treeclimber. The ewok warrior has advantage on
that involve climbing. Strength saving throws and Strength (Athletics) checks
that involve climbing.
ACTIONS
Pack Tactics. The ewok warrior has advantage on an
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one attack roll against a creature if at least one of the
target. Hit: 1 (1d4-1) kinetic damage. warrior's allies is within 5 feet of the creature and the
ally isn't incapacitated.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft.,
one target. Hit: 4 (1d4+2) kinetic damage. ACTIONS
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6+2) kinetic damage and 3 (1d6)
poison damage.

Wooden Spear. Melee Weapon Attack: +1 to hit, reach 5 ft.,


one target. Hit: 1 (1d4-1) kinetic damge and 3 (1d6)
poison damage.

44
EWOK HUNTER
Small humanoid (ewok), chaotic balanced

Armor Class 14 (bone armor)


Hit Points 36 (8d6+8)
Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Nature +2, Perception +4, Stealth +5, Survival


+4
Senses passive perception 14
Languages Ewokese, Galactic Basic (understands but
cannot speak)
Challenge 2 (450 XP)

Keen Hearing and Smell. The ewok hunter has advantage


on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok hunter can attempt to hide
when it is lightly obscured by foliage, heavy rain, falling
snow, mist, and other natural phenomena.
Pack Tactics. The ewok hunter has advantage on an
attack roll against a creature if at least one of the
hunter's allies is within 5 feet of the creature and the
ally isn't incapacitated.
Surprise Attack. The ewok hunter has advantage on
attacks againts creatures that it has surprised.
Treeclimber. The ewok hunter has advantage on Strength
saving throws and Strength (Athletics) checks that
involve climbing.
ACTIONS
Multiattack. The Ewok Hunter makes two attacks.

Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one


target. Hit: 2 (1d4) kinetic damge and 3 (1d6) poison
damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320
ft., one target. Hit: 6 (1d6+3) kinetic damage and 3 (1d6)
poison damage.
REACTIONS
Evasive. When the Ewok Hunter misses with an attack, it
can move up to 5 feet without provoking attacks of
opportunity.

45
EWOK WARCHIEF
Small humanoid (ewok), chaotic balanced

Armor Class 15 (natural armor)


EWOK ASSAULT GUNNER Hit Points 82 (15d6+30)
Small humanoid (ewok), chaotic balanced
Speed 25 ft., climb 25 ft.

Armor Class 14 (natural armor)


Hit Points 54 (12d6+12) STR DEX CON INT WIS CHA
Speed 25 ft., climb 25 ft. 16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

STR DEX CON INT WIS CHA Saving Throws Str +6


Skills Athletics +6, Nature +4, Perception +5, Stealth
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0) +7, Survival +5
Senses passive perception 15
Skills Nature +3, Perception +4, Stealth +5, Survival Languages Ewokese, Galactic Basic (understands but
+4, technology +3 cannot speak)
Senses passive perception 14 Challenge 5 (1,800 XP)
Languages Ewokese, Galactic Basic (understands but
cannot speak) Brute. The Ewok Warchief deals one extra damage die
Challenge 2 (450 XP) when it deals damage with a melee weapon (included).

Keen Smell. The ewok assault gunner has advantage on Keen Smell. The Ewok Warchief has advantage on
Wisdom (Perception) checks that rely on smell. Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The Ewok Warchief can attempt to hide
Mask of the Wild. The ewok assault gunner can attempt
when it is lightly obscured by foliage, heavy rain, falling
to hide when it is lightly obscured by foliage, heavy
snow, mist, and other natural phenomena.
rain, falling snow, mist, and other natural phenomena.
Pack Tactics. The Ewok Warchief has advantage on an
Pack Tactics. The ewok assault gunner has advantage on
attack roll against a creature if at least one of the
an attack roll against a creature if at least one of the
warchief's allies is within 5 feet of the creature and the
gunner's allies is within 5 feet of the creature and the
ally isn't incapacitated.
ally isn't incapacitated.
Second Wind (1/short or long rest). As a bonus action, the
Treeclimber. The ewok assault gunner has advantage on
Ewok Warchief regains 10 hit points.
Strength saving throws and Strength (Athletics) checks
that involve climbing. Treeclimber. The Ewok Warchief has advantage on
Strength saving throws and Strength (Athletics) checks
ACTIONS that involve climbing.
Multiattack. The Ewok Assault Gunner makes two spear
Warcry. As a bonus action, the Ewok can let out a loud
attacks or two assault cannon attacks.
warcry to inspire allied ewoks within 30 feet. Until the
Ability Description. Melee Weapon Attack: +3 to hit, reach 5 start of its next turn, all allied ewoks within range add
ft., one target. Hit: 3 (1d4+1) kinetic damge and 3 (1d6) the Warchief's charisma modi er to their attack rolls.
poison damage. ACTIONS
Assault Cannon. Ranged Weapon Attack: +5 to hit, range Multiattack. The Ewok Warchief makes two attacks.
80/320 ft., one target. Hit: 8 (1d10+3) energy damage.
War Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Burst. The ewok sprays a 10-foot-cube area within range target. Hit: 10 (2d6+3) kinetic damge and 7 (2d6) poison
with shots. Each creature in the area must make a DC damage.
13 Dexterity saving throw, taking 8 (1d10+3) energy
damage on a failed save, or half as much on a Action Surge (1/short or long rest). The Ewok Warchief
successful one. makes 4 attacks.

46
EXCAVATION DROIDS
Excavation droids are class V droids built for breaking
rock and removing dirt and debris from various XK-V8 EXCAVATION DROID
sources including mines, construction sites, and Medium Droid, unaligned
demolition zones.
Armor Class 15 (armor plating)
XK-V8 EXCAVATION DROID Hit Points 39 (7d8+7)
After the devastation of the Clone Wars, what was left Speed 30 ft., Climb 30 ft.
of the Cato Neimoidian government decided to turn
some of the Confederacy’s droid production power STR DEX CON INT WIS CHA
toward rebuilding their bridge cities. One of the droids
14 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)
manufactured under this initiative is the TaggeCo XK-
V8 Excavation Droid, produced in partnership with
TaggeCo speci cally for use on Cato Neimoidia. The Damage Vulnerabilities ion
Damage Resistances necrotic, poison psychic
excavation droid has climbing claws and magnetic feet
Condition Immunities poison, disease
that allow it to work on the top and the underside of Skills Athletics +4
the planet’s bridge cities. Senses darkvision 60ft, passive Perception 10
This spider-like droid resembles a massive arachnid Languages Galactic Basic, Binary
with three-pronged claws at the end of each Challenge CR 1/2 (100 XP)
appendage. The droid’s underbelly bristles with tools,
such as circular saws and arc welders. Atop the droid TRAITS
sit several large visual sensors, facing forward and
Circuitry. The droid has disadvantage on saving throws
glowing a faint blue color.
against e ects that would deal ion or lightning
damage.
Leaping Strike (1/Rest). The droid can choose to deal
double damage on a successful attack against one
target provided it has climbed or jumped on its current
turn.
Powerful Build. The droid counts as one size larger when
determining its carrying capacity and the weight it can
push, drag, or lift.
ACTIONS
Excavation Tools. Melee Weapon Attack: +4, range 5ft,
one target. Hit 5 (1d6+2) kinetic damage.

47
GALACTIC ARMY
TROOPER, FIELD MEDIC
Medium Humanoid
TROOPER, SAPPER
Medium Humanoid Armor Class 15 (Light Battle Armor)
Hit Points 13 (2d8 + 4)
Armor Class 15 (Light Battle Armor) Speed 40ft.
Hit Points 13 (2d8 + 4)
Speed 40ft.
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA
13 (+1) 12 (+) 12 (+1) 16 (+3) 12 (+1) 8 (-1) Senses darkvision 60 ft., passive Perception 10
Languages Galactic Basic, one other
Senses darkvision 60 ft., passive Perception 10 Challenge 1/4 (50 XP)
Language Galactic Basic, one other
Challenge 1/2 (100 XP) Tech-Casting. The Field Medic is a 1st-level tech-caster.
Its tech-casting ability is Inteligence (save DC 13, +5 to
Tech-Casting. The Sapper is a 1st-level tech-caster. Its hit with power attacks). The Field Medic has 7 tech
tech-casting ability is Inteligence (save DC 13, +5 to hit points and knows the following powers:
with power attacks). The Sapper has 7 tech points and
knows the following powers: At will: temporary boost, electroshock, assess the situation
1st level: expeditious retreat, kolto pack, flash
At will: ion blast, ionic stike, on/off
1st level: oil slick, overload, energy shield ACTIONS
Hold-out Blaster. Ranged Weapon Attack: +3 to hit, range
ACTIONS 30/120 ft., one target. Hit: 3 (1d4 + 1) energy damage.
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range
60/240 ft., one target. Hit: 7 (1d8 + 1) energy damage. Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 2 kinetic damage.
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) kinetic damage.

48
AT-PT
The All Terrain Personal Transport (AT-PT) is a light
anti-infantry walker used by the Galactic Republic and,
later, the Galactic Empire. It is manufactured by
Rothana Heavy Engineering, a subsidiary of Kuat Drive
Yards. They were precursors to the AT-ST and AT-AT.
AT-PTs are made to take single troopers into intense
combat situations on their own, with the repower of a
squad. They stand only three meters tall, and are
driven by AT-PT pilots.
The walkers are capable of reaching speeds
up to 60 kilometers per hour and can climb a 45-
degree angle, with hydraulic adjusters keeping the unit
balanced. The vehicles carry a long-range comm
antenna for patrols. The main drive unit provides
power and hydraulic pressure for the two legs, and
features cooling vents. The cockpit entry hatch is on
the side, while the emergency are launcher is just
above the viewport.
The AT-PT is — compared to its intended threat,
enemy soldiers — heavily armored, enough so that
small-arms re cannot penetrate the craft's armor. The
walker is armed with twin blaster cannons and one
concussion grenade launcher, which are only e ective
against infantry. The walker's superior agility made up
for its light armor (in comparison to most other cavalry
units).
The units often travel in packs for increased
repower.
The AT-PT was a limited production model, the
majority of which were stationed aboard the
Dreadnaught-class cruisers of the legendary Katana
eet, and many were lost when the eet itself
vanished.
During the Galactic Civil War, the Galactic Empire
utilized a number of the walkers. They were often used
as sentries and patrol vehicles near Imperial
installations.

AT-PT Piloted. The construct requires an active pilot to take any


Huge construct, unaligned actions, and if the pilot is subjected to any conditions
that the construct is not immune to, the construct is also
subjected to those conditions. The pilot may take their
Armor Class 17 (armor plating)
own action or one of the actions granted by the
Hit Points 136 (16d10+48) construct
Speed 40 ft.
Vulnerable Interior. The AT-PT's interior is vulnerable to
damage done by grenades, mines and charges, unless it
STR DEX CON INT WIS CHA is immune to that damage. It also automatically fails all
Dexterity saving throws from such e ects that occur in
18 (+4) 16 (+3) 16 (+3) 10 (0) 14 (+2) 7 (-2)
its interior.

Saving Throws Str +7, Dex +6, Con +6 ACTIONS


Damage Immunities poison, necrotic Multiattack. The construct makes three attacks with its
Damage Resistance psychic repeating blaster cannon.
Damage Vulnerabilites Ion
Condition Immunities frightened, poisoned, blinded, Repeating Blaster Cannon. Ranged Weapon Attack: +6 to hit,
charmed, prone, stunned, restrained, petri ed range 60/240 ft., one target. Hit: 12 (2d8+3) damage.
Challenge 7 (2,900 XP) Mortar Launcher (Recharge 5-6). The construct launches a
mortar at a point it can see within 100 feet. Each
Circuitry. The construct has disadvantage on saving creature in a 20-foot radius centered on that point must
throws against e ects that would deal ion or lightning make a Dexterity saving throw (DC 15). A target takes 21
damage. (6d6) damage on a failed save, or half as much on a
succesful one.

49
AT-DP
The All Terrain Defense Pod (AT-DP) was a bipedal
Imperial walker manufactured by Kuat Drive Yards
prior to and during the Galactic Civil War. They were
driven by Imperial combat drivers.
The AT-DP walker, a successor to the AT-RT, serves as
the mainstay of backwater garrisons and support for
larger war machines, including the AT-AT. Unlike the
AT-ST, a shorter bipedal walker boasting a host of
armaments, the AT-DP is armed only with a single
Maad-38 heavy laser cannon. The weapon is powerful
enough to destroy another walker of the same type.
The cockpit has seating for a driver and a gunner, with
the gunner situated behind the driver, although both
crewmen can move the walker, re the cannon, and
have access to the gyroscopic controls used to keep
the walker stable. Each of these walkers has a hatch at
the top to access the cockpit; a main viewport at the
front, with bulbs on the side and slits to improve
visibility; and holographic projectors.
Each walker possesses armor strong enough to
protect from blaster re. Missile launchers and
explosives are e ective against the walkers, however.
Although the walkers are sturdy, their heads are prone
to exploding under sustained duress.
AT-DPs were used throughout the Empire to keep
the populations of occupied worlds in line and to
combat insurgent forces. Many of these walkers were
used in Imperial Academies for both defensive
purposes and training cadets. Two walkers can be
attached to the underside of a Gozanti-class cruiser for
landing in almost any suitable environment.

ALL TERRAIN DEFENSE POD Vulnerable Interior. The AT-DP's interior is vulnerable to
Huge Construct, unaligned damage done by grenades, mines and charges, unless it
is immune to that damage. It also automatically fails all
Dexterity saving throws from such e ects that occur in
Armor Class 18
its interior.
Hit Points 147 (14d12+56)
Speed 40ft. Armor Slits. Slits on the sides of the AT-DP's head allows
for it to have troopers re their personal blasters from
inside the walker. The trooper can only re in the 180
STR DEX CON INT WIS CHA arc of the side the walker. Trooper must use it's own
action. The Walker would provide full cover for the
22 (+6) 16 (+3) 18 (+4) 10 (0) 14 (+2) 7 (-2)
trooper while still allowing them to shoot their blaster.

Saving Throws Str +8, Con +8 ACTIONS


Damage Immunities poison, necrotic Medium Repeating Blaster. Ranged Weapon Attack: +7 to hit,
Damage Resistance psychic range 120/240 ft., one target. Hit: 25 (4d10+3) energy
Damage Vulnerabilites Ion damage.
Condition Immunities frightened, poisoned, blinded,
charmed, prone, stunned, restrained, petri ed Stomp. All creatures standing within the AT-DP's space or
Challenge 9 (5,000 XP) within 5 feet of it must make a DC 18 Dexterity saving
throw, taking 39 (6d12) kinetic damage on a failed save,
or half as much damage on a successful one.
Towering. Creatures of Medium size or smaller can stand
in the AT-DPs space. Frightful Presence. Each creature of the AT-DP's choice that
is within 80 feet of the AT-DP and aware of it must
Piloted. The construct requires an active pilot to take any succeed on a DC 15 Wisdom saving throw or become
actions, and if the pilot is subjected to any conditions frightened for 1 minute. A creature can repeat the
that the construct is not immune to, the construct is also saving throw at the end of each of its turns, ending the
subjected to those conditions. The pilot may take their e ect on itself on a success. If a creature's saving throw
own action or one of the actions granted by the is successful or the e ect ends for it, the creature is
construct immune to the AT-DP's Frightful Presence for the next
Circuitry. The construct has disadvantage on saving 24 hours.
throws against e ects that would deal ion or lightning
damage.

50
GALACTIC CIVIL SERVICE
The Galactic Republic, the Galactic Empire, and the New Republic have all been run by a civillian core that includes
the Senate, a vast bureaucracy of civil servants, and the highly trained warriors entrusted to protect them.

IMPERIAL SENATE GUARD IMPERIAL SENATE SENTINEL


The Imperial Senate Guard is an elite unit of soldiers in A subdivision of the Senate Guard, the Senate Sentinels
the Galactic Empire. Stemming from the original were charged with protecting the Jedi Temple on
Senate Guard of the Galactic Republic, the Imperial Coruscant from looters and were specially trained to
Senate Guard inherited the duty to protect senators kill Jedi. Their armor and robes were gray and white,
and to accompany them as they traveled the galaxy. and they wield powerful force pikes that can e ectively
However, their true purpose is to ensure that the block a Jedi's lightsaber. They have robotic voices and
Imperial Senate remains loyal to Emperor Palpatine, are thought to be cyborgs.
the architect of the New Order. The Imperial Senate
Guard's armor is blue-colored, and they are trained
solely in melee combat, being equipped with cortosis IMPERIAL GUARD SENTINEL
sta s and personal energy shields that are powerful Medium humanoid (human), lawful dark side
enough to de ect lightsaber attacks.
Armor Class 17 (powered durasteel armor)
Hit Points 84 (13d8+26)
IMPERIAL SENATE GUARD Speed 30ft.
Medium humanoid (human), lawful dark side

STR DEX CON INT WIS CHA


Armor Class 17 (battle armor and personal shield)
Hit Points 49 (9d8+9) 17 (+3) 10 (0) 17 (+3) 10 (0) 16 (+3) 9 (+0)
Speed 30.
Damage Resistances Energy from melee weapons
Skills Perception +6, Insight +6
STR DEX CON INT WIS CHA Senses passive Perception 15
15 (+2) 13 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (0) Languages Galactic Basic
Challenge 6 (2,300 XP)
Damage Resistances Energy from melee weapons
Skills Perception +3, Insight +3 Choreography of Belligerence. The Imperial Senate Sentinel
Senses passive Perception 13 has advantage on attack rolls against a creature if at
Languages Galactic Basic least one other Imperial Guard is within 5 feet of the
creature and the ally isn't incapacitated.
Challenge 3 (700 XP)
ACTIONS
Choreography of Belligerence. The Imperial Senate Guard
has advantage on attack rolls against a creature if at Force Pike. Melee Weapon Attack: +6 to hit, reach 10ft.,
least one other Imperial Guard is within 5 feet of the one target. Hit 8 (1d10+3) kinetic damage plus 6 (2d6)
creature and the ally isn't incapacitated. lightning damage. On a hit, the target must then
succeed on a Constitution Saving Throw (DC 14) or
ACTIONS become stunned.
Multiattack. The Imperial Senate Guard makes two
attacks.
Cortosis Staff. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6+2) kinetic damage.

"We are an Empire ruled by the majority! An Empire ruled by


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

Villains 51
ROYAL GUARD
The Emperor's Royal Guard, also known as the Imperial
Royal Guard, the Imperial Guard or the Red Guard, is
an elite unit whose members serve as personal
bodyguards to the Galactic Emperor. Fully clad in
crimson robes and face-concealing helmets, the
Emperor's guards are a silent, imposing, and deadly
force armed with force pikes. In addition to strict
requirements of size, strength, intelligence, and loyalty,
only the most skilled soldiers in the Imperial Military
qualify for duty in the Royal Guard. The Imperial Royal
Guard is also occasionally assigned to provide
protection to members of the Imperial Ruling Council
and even Lord Vader himself.

IMPERIAL ROYAL GUARD


Medium humanoid (human), lawful dark side

Armor Class 17 (powered battle armor)


Hit Points 91 (14d8+28)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 10 (0) 17 (+3) 9 (-1)

Saving Throws Dex +6, Con +7, Wis, +7


Skills Athletics +8, Perception +7, Insight +7
Senses passive Perception 17
Languages Glactic Basic
Challenge 9 (5,000 XP)

Choreography of Belligerence. The Imperial Royal Guard


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

ACTIONS
Multiattack. The Imperial Royal Guard makes two
attacks.
Vibroblade. Melee Weapon Attack: +8 to hit, hit, reach 5ft.,
one target. Hit: 8 (1d8+4) kinetic damage.
Force Pike. Melee Weapon Attack: +8 to hit, reach 10ft.,
one target. Hit 9 (1d10+4) kinetic damage plus 12 (4d6)
lightning damage. On a hit, the target must then
succeed on a Constitution Saving Throw (DC 17) or
become stunned.
REACTIONS
Parry. The Royal Gard adds 3 to his AC against one
melee attack that would hit him. To do so, the Royal
Guard must see the attacker and bewielding a melee
weapon.

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

IMPERIAL SHADOW GUARD


Medium humanoid (human), lawful dark side

Armor Class 17 (powered battle armor)


Hit Points 118 (15d8+45)
Speed 30ft.

STR DEX CON INT WIS CHA


19 (+4) 18 (+4) 12 (+1) 10 (0) 19 (+4) 11 (0)

Saving Throws Dex +8, Con +5, Wis +8


Skills Athletics +9, Perception +8, Insight +8
Senses passive Perception 18
Languages Glactic Basic
Challenge 10 (5,900 XP)

Devotion. The Imperial Shadow Guard has advantage


on saving throws against being charmed or frightened.

Forcecasting. The Imperial Shadow Guard's innate Force


casting ability is Wisdom (force save DC 16, +8 to hit
with force powers). It can innately cast the following
Force Powers:
At will: force pull/push
3/day each: affliction, hex, saber reflect, wound, sap vitality
1/day each: master speed, force lighting, choke
ACTIONS
Multiattack. The Imperial Shadow Guard makes two
attacks.
Blaster Pistol. Ranged Weapon Attack: +8 to hit, range
40/160, one target. Hit: 7 (1d6+4) energy damage.
Lightsaber Pike. Melee Weapon Attack: +9 to hit, reach
10ft., one target. Hit 10 (1d10+5) energy damage.

Villains 53
SOVEREIGN PROTECTORS
Imperial Sovereign Protectors, also known as Royal Guard Champions, are the most elite cadre of guardsmen in
Imperial service.
Only the best of the elite Emperor's Royal Guard are specially chosen to become Sovereign Protectors. They
endure years of selection procedures and training aimed at achieving perfection in soldiering. Extreme standards are
set for combat tness, stamina, strength, dexterity, mental acuity, reaction time, loyalty and intelligence. Their
combat training includes the use of heavy blaster pistols and the deadly double vibroblade. They also have access to
Emperor's Royal Guard TIE/IN star ghters, and are often sent on extremely vital missions.

IMPERIAL ROYAL GUARD At will: enfeeble


CHAMPION 2/day each: battle meditation, fear, battle precognition
Medium humanoid (human), lawful dark side
Choreography of Belligerence. The Royal Guard Champion
has advantage on attack rolls against a creature if at
Armor Class 18 (heavy durasteel armor) least one other Imperial Guard is within 5 feet of the
Hit Points 180 (24d8+72) creature and the ally isn't incapacitated.
Speed 30ft.
Rally the Troops. As a bonus action, the Imperial Royal
Guard Champion can magically end the charmed and
STR DEX CON INT WIS CHA frightened conditions on itself and each creature of its
choice that it can see within 30 feet of it.
19 (+4) 12 (+1) 13 (+1) 11 (0) 16 (+3) 19 (+4)
ACTIONS
Saving Throws Con +5, Int +4, Wis +7 Blaster Pistol. Ranged Weapon Attack: +5 to hit, range
Condition Immunities Frightened 40/160, one target. Hit: 4 (1d6+1) energy damage.
Skills Intimidation +8, Perception +7
Senses passive Perception 117 Doublesword. Melee Weapon Attack: +9 to hit, reach 5ft., one
Languages Galactic Basic target. Hit 13 (2d8+4) kinetic energy.
Challenge 11 (7,200 XP) REACTIONS
Parry. The Royal Guard Champion adds 3 to his AC
Forcecasting. The Royal Guard Champion's innate Force
against one melee attack that would hit him. To do so,
casting ability is Wisdom (force save DC 16, +8 to hit with
the Royal Guard Champion must see the attacker and be
force powers). It can innately cast the following Force
wielding a melee weapon.
Powers:

54 Villains
GALACTIC SENATOR Legendary Resistance (3/Day). When the Galactic Senator
Medium humanoid (human), lawful light fails a saving throw, she can choose to succeed instead.
Multitasker. The Galactic Senator can take two reactions
Armor Class 17 ( ber armor, light shield) each round. She can only take one reaction per turn.
Hit Points 130 (28d8+0)
Tyrannical Strike (3/day). When the Galactic Senator hits a
Speed 30ft.
creature with a weapon attack, she can use her reaction
to issue a one-word command to a creature who can see
STR DEX CON INT WIS CHA or hear her. Add 1d10 to the attack’s damage roll, and
the target must succeed on a DC 19 Wisdom saving
12 (+1) 18 (+4) 10 (+0) 24 (+7) 16 (+3) 18 (+4) throw. On a failed save, the target must follow the
command on its next turn.
Saving Throws Dex +8, Int +11, Cha + 8 ACTIONS
Skills Deception +12, Insight +11, Investigation +11,
Lore +11, Persuasion +12, Multiattack. When the Galactic Senator makes three
Condition Immunities charmed, frightened weapon attacks.
Senses passive Perception +13 Heavy Pistol Ranged Weapon Attack. +8 to hit, range 40/160,
Languages Galactic Basic, Ithorese, Mon Calmarian one target. Hit 16 (3d8+4) energy damage.
Challenge 10 (5,900 XP)
Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft., one
Critical Analysis. The Galactic Senator can use her target. Hit 8 (2d4+4)
Intelligence modi er instead of Dexterity for attack and Force of Personality. The Galactic Senator suggests a
damage rolls against one creature per turn. reasonable-sounding and simple course of action to
Inspiring Leader (3/day). As a bonus action, the Senator can in uence a creature she can see within range that can
hear and understand her. The target must succeed at a
grant an ally a +7 bonus that can be applied to the next
Wisdom saving throw (DC 19) or become charmed,
attack roll, ability check, or saving throw that the target
pursuing the course of action to the best of its ability.
makes.
The course of action ends after the sooner of 24 hours
Incite (3/day). The Galactic Senator can use an action to or upon completion. If the Senator or any of her
bolster the resolve of one of an ally. Choose an ally who companions damage the target, the e ect ends.
can see or hear her within 30 feet of the Senator. The
ally can add +7 to every damage roll they make until the REACTIONS
start of the Senator's next turn. Call the Guards. When a creature makes an attack roll
against the Galactic Senator, she can use her reaction to
Reassemble (3/day). The Galactic Senator may use a bonus
command a willing ally within 5 feet of that creature to
action to call her allies towards her. The Galactic Senator
use their reaction to intercede. The creature is then
chooses up to 7 creatures that she can see within 60 ft.
forced to make an attack on the ally instead. If the attack
They can use their reaction to immediately move directly
misses, the ally can immediately make a weapon attack
towards her up to their movement speed. This
against that creature as a part of that same reaction.
movement does not provoke opportunity attacks.
Roll 1d10 and add the result to the ally’s attack roll.

Villains 55
GEONOSIANS
Geonosians, often called Geos or bugs in clone trooper
slang, were an insectoid species native to the planet
Geonosis. Geonosians resided in catacomb-like hive
colonies beneath the organic-looking spires.
Geonosians have a hard chitin exoskeleton that pro-
vides protection from physical impacts and bouts of
radiation that occasionally showers their world, elon-
gated faces and multi-jointed limbs. Geonosians are
strong despite their thin builds, and are capable of
constructing massive hives and factories in concert.
They are classed as a semi- or quasi-insectoid sentient
species. The head of a Geonosian was elongated and
large with their skulls ridged on the top and by the side
where they had bulbous, thick-lidded eyes. Normally,
their skin was reddish, and they had a slender frame.
They were bipedal and walked on two legs. Their toe
structure allows them to cling to rock crags. However,
most also possess leathery rapid- uttering wings that
emerge from their bony shoulder blades. In some
specimens, the wings are not used after their youth,
and service drones have vestigial wings. Geonosians
stand 1.6 to 1.8 meters in height.
The majority of Geonosians are content to remain
within their caste until they die. Workers are condition-
ed to loathe even the concept of separation from their
hive and the system of control. A low-ranking worker's
normal life is one of endless toil and labor to satisfy the
aristocracy, who are known to make spectacular
demands. The warrior caste tends to be highly
competitive, and one of their only hopes of escape
from their rigid duty is entering voluntarily into
gladiatorial combat. Should they survive, they are GEONOSIAN ELITE WARRIOR
granted life, but exiled. Ultimately, their society exists Medium Humanoid, lawful balanced
to bene t those few members that reside in the upper
caste. Members of the aristocratic classes are known to
Armor Class 16 (Natural Armor)
be ambitious, domineering, and manipulative.
Hit Points 90 (11d8+45)
Speed 30ft. 30ft y.
GEONOSIAN WARRIOR
Medium humanoid, lawful balanced STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 9 (-1) 11 (+0) 10 (+0)
Armor Class 15 (Natural Armor)
Hit Points 30 (4d8+12) Saving Throws Str +6, Dex +4, Con +5
Speed 30 ft. 30ft y. Skills Athletics +6, Perception +2, Stealth +4
Senses Darkvision 60ft, passive Perception 13
STR DEX CON INT WIS CHA Languages Geonosian
Challenge 4 (1100 XP)
14 (+2) 16 (+3) 16 (+3) 8 (-1) 11 (+0) 8 (-1)
Hive Mind. Any allied Geonosian within 15 feet of the
Skills Stealth +5 Elite Warrior has advantage on all attacks, killing him
Senses Darkvision 60ft, passive Perception 10 will cause disadvantage in all bene ciaries for 1 turn.
Languages Geonosian
Challenge 1 (200 XP) ACTIONS
Multiattack. The Elite Warrior attacks twice with his
ACTIONS pistol, or his electrovoulge.
Electrostaff. Melee Weapon Attack: +5 to hit, reach 5 ft., Sonic Blaster Pistol. Ranged Weapon Attack: +3 to hit, range
one target. Hit: 6 (1d6 + 3) kinetic damage, and the 40/160, one target. Hit: 4 (1d6+1) Sonic damage.
target must succeed on a DC 13 Constitution saving
throw or take 2 (1d4) lightning damage and become Electrovoulge. Melee Weapon Attack: +5 to hit, reach 5ft.,
shocked. one target. Hit: 7 (1d8+3) kinetic damage, and the
target must succeed on a DC 13 Constitution saving
Sonic Rifle. Ranged Weapon Attack: +5 to hit, range throw or take 2 (1d4) lightning damage and become
100/400 ft., one target. Hit: 7 (1d8 + 3) sonic damage. shocked.

56 Villains
IMPERIAL KNIGHTS
The Imperial Knights, formally the Knights of the Training could be very harsh, and could take years,
Empire, are an order of Force-practitioners loyal to the but no student ever failed in their training: the
Emperor of the Fel Empire. They are fully trained in the Emperor demanded and always received success.
ways of the Force and reject the dark side of the Force. Upon completing their training, they would serve the
They do not strictly follow the light side either, and are Emperor as a bodyguard and agent, ghting until the
viewed as Gray by the New Jedi Order. death. Their training was geared towards transforming
The Imperial Knights swear loyalty to their Emperor, themselves into living weapons and shields.
serving the Force as embodied by him. However, if the Equipment. Each Imperial Knight carries a standard-
Emperor were to ever fall to the dark side, it is the duty ized silver lightsaber that produces a silver blade. This
of the Imperial Knights to either remove him from symbolizes the order's unity, as well as the fact that
power or bring him back to the light, as ultimately, it is each member is less than the organization that they
the Force to which they owed their allegiance. serve. The lightsabers are crafted using synthetic
Organization & Philosophy. The Imperial Knights crystals, using knowledge from Palpatine's Book of
were founded approximately three generations prior Anger, in a process bereft of ceremony or signi cance.
to 137 ABY, dedicated to the preservation of the To an Imperial Knight, a lightsaber is merely a tool, and
Empire and the defense of the Emperor, and were their training devotes as much attention to ghting in
sometimes referred to as "Imperial Jedi". vehicles, bare-handed, and with the Force.
Imperial Knights were in the service of the Emperor The standard uniform is a suit of crimson armor
for life, and the punishment for leaving the Order or interwoven with small threads of phrik lament to
disobeying the Emperor was death. The Imperial provide additional resistance to lightsaber attacks. The
Knights serve the Force by serving an Empire that Imperial insignia is printed on the left shoulder pad
brought order, with their duty being to the Emperor. and right gauntlet; the gauntlet itself is composed of
Sacri cing innocents when necessary for the greater pure cortosis, rendering any lightsaber blade that
good was the Imperial way. touches it useless for several minutes. The uniform
The Imperial Knights di er markedly in their credos also includes a black hood and cape.
and methods from the Jedi. The Imperial Knights view Powers & Abilities. The Imperial Knights are said to
the Force as a tool–a powerful one to be respected-but be among the most talented and dangerous Force-
not one that they spent time contemplating and users in the galaxy, and every bit as capable of in the
meditating on. They know the dangers of falling to the use of the Force as the Jedi.
dark side, and believe that the Force should not be The Imperial Knights make extensive use of their
used out of anger or sel shness. The strict mental combat armor and are trained strictly for combat-not
discipline and obedience to orders that is part of their contemplation-having even developed two new
training make Imperial Knights less susceptible to the combat forms, the more aggressive Praetoria Vonil and
strong emotions that draw students of the Jedi over to the defensive minded Praetoria Ishu. They also learn to
the dark side. ght using many of the Jedi lightsaber combat
Training. Upon being identi ed, a potential student techniques. Warriors rather than negotiators, their
would be drafted into Imperial service to study under a training sees them learn how to use the Force to
veteran Knight on the Imperial capital of Bastion, and transform themselves into living weapons and shields.
would continue studying under that master until their The Imperial Knights were skilled with various uses
own knighthood was warranted, although other of the Force, such as levitation, mind-tricks, and
Knights would occasionally assist in their training. lightsaber combat.

Villains 57
IMPERIAL KNIGHT SQUIRE Praetoria Vonil The Imperial Knight Squire attacks are
Medium humanoid (human), lawful neutral enhanced by their precision and the force adding an
extra 1d8 to melee strikes (included).
Armor Class 17 (powered battle armor) ACTIONS
Hit Points 64 (8d8+28)
Multiattack. The Imperial Knight Squire makes two attacks
Speed 30ft.
with its Martial lightsaber
Martial Lightsaber Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 13 (1d10+1d8+4) energy damage.
18 (+4) 14 (+2) 16 (+3) 10 (+0) 17 (+3) 9 (-1)
REACTIONS
Saving Throws Dex +6, Con +7, Wis +7 Cortosis Gauntlet. The Imperial Knight Squire adds 3 to his
Damage resistance energy from unenhanced AC against one lightweapon attack that would hit him.
weapons To do so, the Imperial Knight Squire must see the
Skills Athletics +8, Perception +7, Insight +7 attacker and be able to move his hand to intercept the
blow. On a successful intercept the attackers
Senses passive Perception 17
lightweapon short circuits and is unusable until their
Languages Galactic Basic next turn
Challenge 5 (1,800 XP)
Praetoria Ishu When a creature that the Imperial Knight
Forcecasting The Imperial Knight Squire's Force casting Squire can see attacks a target other than the Imperial
ability is Wisdom (spell save DC 15, +7 to hit with spell Knight Squire that is within 5 feet of the Imperial Knight
attacks, 15 force points). It knows the following Force Squire, the Imperial Knight Squire can use its reaction to
Powers: impose disadvantage on the attack roll.
At will: force pull/push, force disarm, saber reflect
1st level: force jump, force throw, phase strike
2nd level: animate weapon, phase walk, rescue

IMPERIAL KNIGHT At will: force pull/push, force disarm, saber reflect


Medium humanoid (human), lawful neutral 1 level: burst of speed, force jump, force throw, tremor,
phasestrike
Armor Class 17 (powered battle armor) 2nd level: animate weapon, phase walk, rescue
Hit Points 91 (14d8+28) 3rd level: convulsion, knight speed, server force, telekinetic
Speed 30ft. storm
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The Imperial Knight makes two attacks with
its Martial lightsaber
20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
Martial Lightsaber Melee Weapon Attack: +9 to hit, reach 5 ft.,
Saving Throws Dex +6, Con +7, Wis, +8 one target. Hit: 18 (1d10+2d8+5) energy damage.
Damage resistance energy from unenhanced
weapons REACTIONS
Skills Athletics +9, Perception +8, Insight +8 Cortosis Gauntlet. The Imperial Knight adds 3 to his AC
Senses passive Perception 18 against one lightweapon attack that would hit him. To do
Languages Galactic Basic so, the Imperial Knight must see the attacker and be
Challenge 8 (3,900 XP) able to move his hand to intercept the blow. On a
successful intercept the attackers lightweapon short
circuits and is unusable until their next turn
Advanced Praetoria Vonil The Imperial Knight attacks are
enhanced by their precision and the force adding an Praetoria Ishu When a creature that the Imperial Knight
extra 2d8 to melee strikes (included). can see attacks a target other than the Imperial Knight
that is within 5 feet of the Imperial Knight, the Imperial
Forcecasting. The Imperial Knight's Force casting ability is
Knight can use its reaction to impose disadvantage on
Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 the attack roll.
force points). It knows the following Force Powers:

58 Villains
IMPERIAL KNIGHT MASTER ACTIONS
Medium humanoid (human), lawful neutral
Multiattack. The Imperial Knight Master makes three
attacks with its Martial lightsaber
Armor Class 18 (Heavy Durasteel Armor)
Hit Points 180 (24d8+72) Martial Lightsaber Melee Weapon Attack: +10 to hit, reach 5
Speed 30ft. ft., one target. Hit: 23 (1d10+3d8+6) energy damage.
REACTIONS
STR DEX CON INT WIS CHA Cortosis Gauntlet. The Imperial Knight Master adds 3 to his
AC against one lightweapon attack that would hit him.
22 (+6) 14 (+2) 16 (+3) 13 (+1) 20 (+5) 12 (+1)
To do so, the Imperial Knight Master must see the
attacker and be able to move his hand to intercept the
Saving Throws Dex +6, Con +7, Wis, +8 blow. On a successful intercept the attackers
Damage resistance energy from unenhanced lightweapon short circuits and is unusable until their
weapons next turn
Skills AAthletics +12, Perception +9, Insight +9
Senses passive Perception 19 Praetoria Ishu When a creature that the Imperial Knight
Languages Galactic Basic Master can see attacks a target other than the Imperial
Challenge 16 (15,000 XP) Knight Master that is within 5 feet of the Imperial Knight
Master, the Imperial Knight Master can use its reaction
to impose disadvantage on the attack roll.
Master Praetoria Vonil The Imperial Knight Master attacks
are enhanced by their precision and the force adding an
extra 3d8 to melee strikes (included).
Forcecasting. The Imperial Knight Master's Force casting
ability is Wisdom (spell save DC 17, +9 to hit with spell
attacks, 42 force points).
It knows the following Force Powers:
At will: force pull/push, force disarm, saber reflect
1 level: burst of speed, force jump, force throw, tremor,
phasestrike
2nd level: animate weapon, phase walk, rescue
3rd level: convulsion, knight speed, server force, telekinetic
storm Villains 59
4th level: freedom of movement
5th level: improved phasestrike, improved phasewalk,
telekinesis
IMPERIAL NAVY

IMPERIAL ADMIRAL 1st-level: energy shield, expeditious retreat, spot the


Medium humanoid, lawful dark weakness, toxin scan
2nd-level: paralyze humanoid, toxin purge, truth serum
Armor Class 16 (Battle Armor, 18 with tactical
advantage) 3rd-level: tactical advantage
Hit Points 78 (12d8+24) Tech Resistance. The Admiral has advantage to resist tech
Speed 30 ft. powers and other tech e ects.
ACTIONS
STR DEX CON INT WIS CHA Multiattack. The Imperial Admiral makes three attacks.
12 (+1) 16 (+3) 14 (+2) 18 (+4) 11 (+0) 14 (+2)
Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 40/160
ft., one target. Hit: 7 (1d8+3) energy damage.
Saving Throws Dex +7, Int +8
Skills Intimidation +6, Perception +4, Piloting +8 Vibrodagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses passive perception 14 target. Hit: 5 (1d4+3) kinetic damage.
Languages Galactic Basic Call to Attack. Up to four allies within 120 feet of the
Challenge 9 (5,000 XP) Admiral that can hear it can each use their reaction to
make one weapon attack.
Superior Aura of Command. Friendly creatures that can see
Rally Allies. The o cer targets up to four allies within 120
and hear the Admiral within 30 feet of it add a +4 bonus
to their attack and damage rolls. This e ect ends if the feet that can hear it and are currently su ering from a
Admiral is incapacitated. fear or charm e ect. The fear or charm e ect is
removed
Techcasting. The Admiral is a 5th-level techcaster. Its
techcasting ability is Intelligence (tech save DC 16, +8 to
REACTIONS
hit with tech powers). It has 22 tech points and knows Human Shield. When the o cer is targeted by a ranged
the following tech powers: attack while an ally is within 5 ft of it, the o cer can use
its reaction to cause that ally to be targeted by the attack
At will: assess the situation, electroshock, targeting shot instead.

60
Jedi youngling: A young child who is Force-sensitive would be
JEDI identi ed at birth and taken to the Jedi Temple on Coruscant
The Jedi Order is an ancient order of protectors united to be trained as a Jedi. They would be put into classes of
by their ability to harness the power of the Force. other Jedi younglings and trained together before being taken
as an apprentice by a Jedi Knight. Younglings were not to be
Adhering to a doctrine that favored the light side of the trained once they had reached a certain age, with the sole
Force, the Jedi aspire to attain a state of inner exception to this rule being Anakin Skywalker. Younglings
tranquility through calmness and meditation while would participate in the Gathering, which was the pilgrimage
avoiding emotions a liated with the dark side of the to the Ilum Temple to gain a kyber crystal for their lightsaber.
Force, such as anger and hatred. Nevertheless, Jedi Padawan: A youngling who has been chosen by a Jedi Knight
philosophy does not forbid a Jedi from acting in self- or Jedi Master to train under their tutelage personally into
defense or in the defense of others. To that end, the becoming a fully edged Jedi Knight. Their readiness was
weapon of a Jedi is the lightsaber, a blade composed of decided by the Initiate Trials. Padawans wore a braid.
pure energy and di erent colors such as blue, green, Jedi Knight: Once a Padawan has successfully passed the Jedi
purple or yellow. trials, they are granted the rank of Jedi Knight and may be
History. Before the time of the Galactic Empire, a sent out on missions of their own, no longer under the
Jedi was a guardian of peace and justice in the Galactic tutelage of a master.
Republic. The Jedi's commitment to peace and Jedi Master: A Jedi Knight was granted the rank of Jedi Master
democracy brought them into con ict with an order of and o ered a seat on the Jedi High Council when they had
dark side wielders known as the Sith, who sought shown great skill, wisdom and devotion to the Force. When a
power and dominion over the galaxy. Emerging Jedi Knight successfully led a Padawan to becoming a Jedi
victorious from their wars with the ancient Sith, the Jedi Knight themselves, they would also be granted the rank of
Master.
carried on in their duty as peacekeepers for over a
millennium until the advent of the Clone Wars twenty- Grand Master: The leader of the Jedi High Council, the
two years before the Battle of Yavin. Faced with a pan- position of Grand Master was given to the oldest and
galactic civil war between the Republic and considered to be the wisest member of the Jedi Order.
Confederacy of Independent Systems, the Jedi adopted Some members of the Jedi Order had speci c titles
the mantle of generals and soldiers in the Grand Army and roles within the Order. These included:
of the Republic. After three years of con ict, the Jedi
discovered that the war had been a ploy designed to Master of the Order: This position is assumed by the leader
restore the Sith to power. However, the Jedi were of the Jedi Order. He or she had to be voted unanimously into
betrayed by one of their own—the Chosen One, Anakin the position by the Jedi High Council.
Skywalker, who had been seduced to the dark side and Jedi Temple Guard: Headed by Cin Drallig during the Clone
anointed Darth Vader by the Sith Lord Darth Sidious. Wars, these anonymous Jedi guarded the Jedi Temple with
Using the Jedi's own clone troopers to initiate a lightsaber pikes.
systematic purge of the Jedi Order, the Lords of the
Sith all but eradicated the Jedi in one fell swoop, Jedi investigator: Detectives aiding police with the use of the
Force. They also use crime scene analysis droids.
reducing the order from thousands of Jedi Knights to a
handful of survivors who dispersed into exile across Consular Jedi: The ones who devoted themselves to the
the galaxy. study of diplomacy or science, avoiding combat and warfare
After Luke Skywalker redeemed his father, Anakin, duties.
and destroyed the Sith, the New Republic was founded.
Chief Librarian: The overseer of the Jedi Archives and
During the era of the New Republic, Skywalker worked Holocron Vault.
to rebuild the Jedi Order by training many apprentices.
Philosophy. The Jedi Knights focus on calmness and
peace to channel their powers in the Force, using the
light side of the Force to serve in the capacity of
guardians of peace and justice in the galaxy. Even so,
the Jedi seek to preserve balance in the Force; the
ancient prophecy of the Chosen One foretold of a
being who would restore balance to the Force by
destroying the Sith. In combat, whereas an enemy may
grow impatient and rely on their overwhelming
strength, a Jedi would meditate and nd serenity in
their mind to focus. A Jedi uses their lightsaber only for
defense, not for attack, and uses the Force for defense
and knowledge rather than using it to gain power over
others. Because of this, some Jedi are capable of
appearing after death as Force spirits. Knowledge, the
Force, and self-discipline are considered the three
pillars of Jedi strength.
Members of the Jedi Order hold various positions
within the Order at times. These include:

Villains 61
JEDI YOUNGLINGS
JEDI YOUNGLING Jedi younglings are divided into ten clans consisting of
Small humanoid, lawful light approximately twenty students. Among these groups is
Bear Clan, a class of younglings between the ages of
Armor Class 10 four and eight. The youngling clans remain as one unit,
Hit Points 4 (1d6) living and training together, until the time comes to go
Speed 25 ft. walk their separate ways as Padawan learners. The
younglings who are not chosen to become Padawans
are supervised by the Council of Reassignment.
STR DEX CON INT WIS CHA Upon joining a clan, younglings begin their basic
8 (-1) 10 (+0) 11 (+0) 10 (+0) 12 (+1) 9 (-1) training in the Jedi arts. Their lessons include various
tests and rituals that had to be completed in order to
Skills Perception +3 advance to the higher levels of the Jedi arts. Between
Senses passive Perception 13 the ages of four and eight, younglings acquire the basic
Languages Galactic Basic, any one other skills of lightsaber combat using low-powered training
Challenge 0 (10 XP) sabers to practice the de ection of blaster shots red
by training droids.
Forcecasting. Jedi Youngling is a 1st-level forcecaster. His The next step in their progress as aspiring Jedi is the
forcecasting ability is Wisdom (force save DC 11, +3 to construction of a genuine lightsaber—the signature
hit with force attacks, 5 force points).
weapon of the Jedi which rst requires a kyber crystal.
Jedi Youngling knows the following force powers: This lesson ultimately leads to the creation of the
At-will: affect mind, force disarm, force push/pull
Gathering; an ancient and signi cant tradition that
1st level: breath control, disperse force, heroism, sense began centuries before the events of the Clone Wars,
emotion, sense force the Gathering tested the younglings' ability to locate
their particular crystal through the Force. It requires
ACTIONS younglings to travel o -world from the Jedi Temple on
Shoto Saber Melee Weapon Attack: +0 to hit, range 5 ft., Coruscant to the Crystal Cave of Ilum, a frigid world
one target. Hit 3 (1d6) energy damage. located in the Unknown Regions and most sacred to
the Jedi Order. After acquiring their crystal, the
younglings have to use the Force to telekinetically
combine all of the necessary components into a
lightsaber.
The task of educating younglings in the proper
construction of a lightsaber is the duty of Huyang; an
architect droid professor based out on the Jedi vessel,
the Crucible, he has personally overseen the creation
of lightsabers by younglings
of a thousand generations.

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

JEDI PADAWAN
Medium humanoid (any), any light

Armor Class 11 (14 with battle precognition)


Hit Points 27 (5d8+5)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

Skills Lore +3, Medicine +3, Perception +4


Senses passive Perception 14
Languages Galactic Basic and two others
Challenge 2 (450 XP)

Forcecasting. The padawan is a 4th-level forcecaster. Its


forcecasting ability is Wisdom (power save DC 12, +4 to
hit with force attacks) and it has 18 force points. The
padawan knows the following force powers:
At-will: give life, guidance, spare the dying, turbulence
1st-level: cloud mind, heal, project, valor
2nd-level: calm emotions, force barrier
ACTIONS
Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) energy damage.

63
MIRIALAN JEDI PADAWAN
Medium Humanoid (Mirialan), lawful light

Armor Class 14 (17 with battle precognition)


Hit Points 70 (10d8+20)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 14 (+2) 10(+1) 18 (+4) 8 (-1)

Skills Medicine+7, Perception +7, Acrobatics +7,


Insight +7
Senses passive Perception 17
Languages Galactic Basic
Challenge 5 (1,800)

Surprise Attack (1/rest). If the Padawan surprises a


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

Lightfoil. Melee Weapon Attack: +7 to hit, reach 5ft., one


target. Hit 12 (2d8+4)

64 Villains
.

MIRIALAN FALLEN JEDI


Medium Humanoid (Mirialan), chaotic dark

Armor Class 16 (19 with battle precognition)


Hit Points 110 (20d8+20)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 22 (+6) 14 (+2) 10(+1) 18 (+4) 20 (+5)

Saving Throws* Dex +10, Wis +8, Cha +9


Skills Intimidation+9, Perception +8, Acrobatics +14,
Deception +9
Senses passive Perception 18
Languages Galactic Basic
Challenge 10 (5,900)

Surprise Attack (1/rest). If the Jedi surprises a creature and


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

Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one


target. Hit 18 (3d8+6)
Offhand Lightfoil. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit 10 (1d8+6)
REACTIONS
Parry The Jedi adds 4 to her AC against one melee attack
that would hit her. To do so, the Jedi must see the
attacker and be wielding a melee weapon.

Villains 65
JEDI PADAWAN HEALER Forcecasting. The Jedi Healer is a 9th level forcecaster it's
Medium Humanoid (any), lawful light forcecasting ability is Wisdom (force save DC 15, +7 to hit
with force attacks, 36 force points). The Jedi Healer
Armor Class 12 (15 with battle precognition) knows the following force powers:
Hit Points 50 (9d8+9) At-will: saber reflect, spare the dying, force technique, force
Speed 30 ft. push/pull, turbulance
1st level: heal,battle precognition
2nd level: force barrier, restoration, stun, force enlightenment,
STR DEX CON INT WIS CHA battle meditation, phase walk
8 (-1) 14 (+2) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 3rd level: telekinetic storm, knight speed, becon of hope,
server force
Skills Perception +7, Insight +7, Medicine +9, 4th level: aura of purity
Senses passive Perception 17 5th level: improved restoration, improved force barrier,
Languages Galactic Basic improved heal, revitalize, stasis, improved battle meditation
Challenge 3 (700) ACTIONS
Preserve Life. As an action, the Jedi Healer can evoke
Triage. Any friendly creature reduced to 0 HP within 15
healing energy that can restore 40 hit points to any
feet of the Jedi Healer is automatically considered to be
number of creatures within 30 feet of it, and divide
alive and stabilized.
those hit points among them. This feature can restore a
Disciple of Life. Whenever the Jedi healer uses a power of creature to no more than half of its hit point maximum.
1st level or higher to restore hit points to a creature, the This feature has no e ect on droids or constructs.
creature regains additional hit points equal to 2+the Lightsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one
power’s level.
target. Hit 5 (1d6+2)

66 Villains
JEDI PADAWAN URCHIN
Medium humanoid, chaotic light

Armor Class 13 (16 with battle precognition)


Hit Points 66 (12d8+12)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 11 (+0)

Saving Throws Dex +5, Wis +5


Skills Acrobatics +5, Deception +2, Insight +5,
Perception +5, Persuasion +2, Piloting +4,
Technology +4
Senses passive perception 15
Languages Galactic Basic, Binary
Challenge 3 (700 XP)

Forcecasting. The jedi urchin is a 4th-level forcecaster. Its


forcecasting ability is Wisdom (power save DC 13, +5 to
hit with force attacks) and it has 19 force points. The
jedi urchin knows the following force powers:
At-will: mind trick, saber ward, saber reflect, turbulence
1st-level: breath control, battle precognition, force jump,
heal, project
2nd-level: battle meditation, force confusion, phasewalk
ACTIONS
Multiattack. The jedi urchin makes two melee attacks or
two ranged attacks.
Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6+3) energy damage.
Hilt Blaster. Ranged Weapon Attack: +5 to hit, range 30/120
ft., one target. Hit: 5 (1d4+3) energy damage.
Stunning Bolt (recharge 5-6). Ranged Weapon Attack: +5 to
hit, range 30/120 ft., one target. Hit: The target must
make a DC 13 Constitution saving throw or be stunned.
The target can repeat the save at the end of their turn,
ending the e ect on a successful save. Creatures that
have successfully saved against this have advantage on
subsequent saving throws forced by this ability.

67
JEDI KNIGHT
Jedi Knight was a rank within the Jedi Order, referring
to Jedi who had completed their training and passed
the Jedi Trials to become a full member of the Order.
Jedi Knights, like the Order they served, were guardians JEDI KNIGHT PEACEKEEPER
of peace and justice in the Galactic Republic, and Medium Humanoid (any), lawful light
served in key military command roles during the Clone
Wars. At the war's end, Supreme Chancellor Sheev Armor Class 14 (17 with battle meditation)
Palpatine—secretly the Sith Lord Darth Sidious—issued Hit Points 70 (10d8+20)
Order 66, declaring every Jedi an enemy of the state. As Speed 30ft.
a result, the clone troopers of the Grand Army of the
Republic turned against their generals, killing most of STR DEX CON INT WIS CHA
the Jedi Knights. At the end of the Galactic Civil War,
Luke Skywalker was the last known Jedi Knight. 18 (+4) 18 (+4) 14 (+2) 10(+1) 16 (+3) 8 (-1)

Skills Athletics+7, Perception +6, Acrobatics +7,


Insight +6
Senses passive Perception 16
Languages Galactic Basic
Challenge 5 (1,800)

Light Weapon Expert Once per turn when the Jedi


Peacekeeper rolls damage for a weapon attack using a
light weapon it can reroll the weapon’s damage dice
and use either total

Great Weapon Fighting. While the Jedi Peacekeeper is


wielding a melee weapon in two hands, when it rolls a
1 or 2 on a damage die for an attack, it can reroll the
die and must use the new roll, even if the new roll is a
1 or a 2.
Force Enhanced attacks. The Jedi Peacekeeper's attacks
are enhanced by their precision and the force adding
an extra 1d8 to melee strikes (included).
Forcecasting. The Jedi Peacekeeper is a 9th level
forcecaster it's forcecasting ability is Wisdom (force
save DC 14, +6 to hit with force attacks, 18 force
points). The Jedi Peacekeeper knows the following
force powers:
At-will: saber reflect, turbulance, force push/pull,force
disarm, sonic charge
1st level: battle precognition, phase strike, force throw
2nd level: stun, animate weapon, rescue, phase walk
3rd level: telekinetic storm, knight speed, sever force
War Casting. When the Jedi Peacekeeper uses his action
to cast a force power, it can make one greatsaber
attack as well.
ACTIONS
Multiattack. When the Jedi Peacekeeper makes two
greatsaber attacks or casts a force power and makes a
greatsaber attack.
Greatsaber. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit 14 (1d8+2d6+4)

68 Villains
JEDI KNIGHT SEER
Medium humanoid (any), any light

Armor Class 12 (15 with battle precognition)


Hit Points 27 (6d8) JEDI KNIGHT SAGE
Speed 30 ft. Medium humanoid (any), any universal

Armor Class 12 (15 with battle precognition)


STR DEX CON INT WIS CHA Hit Points 40 (9d8)
10 (+0) 14 (+2) 11 (+0) 13 (+1) 18 (+4) 13 (+1) Speed 30 ft.

Saving Throws Wis +6


Skills Lore +3, Medicine +6, Persuasion +3 STR DEX CON INT WIS CHA
Senses passive Perception 14 9 (-1) 14 (+2) 11 (+0) 12 (+1) 19 (+4) 11 (+0)
Languages Galactic Basic and two others
Challenge 3 (700 XP) Saving Throws Int +4, Wis +7
Skills Lore +4, Medicine +7
Preserve Life. As an action, the seer can evoke healing Senses passive Perception 13
energy that can restore 30 hit points to any number of Languages Galactic Basic and two others
creatures within 30 feet of it, and divide those hit Challenge 6 (2,300 XP)
points among them. This feature can restore a creature
to no more than half of its hit point maximum. This Forcecasting. The sage is a 9th-level forcecaster. Its
feature has no e ect on droids or constructs.
forcecasting ability is Wisdom (power save DC 15, +7 to
Forcecasting. The sage is a 6th-level forcecaster. Its hit with force attacks) and it has 40 force points. The
sage knows the following force powers:
forcecasting ability is Wisdom (power save DC 14, +6 to
hit with force attacks) and it has 28 force points. The At-will: mind trick, saber ward, saber reflect, turbulence
sage knows the following force powers:
1st-level: breath control, battle precognition, force jump
At-will: give life, guidance, spare the dying, turbulence 2nd-level: battle meditation, force confusion, phasewalk
1st-level: battle precognition, burst of speed, heal, project 3rd-level: force suppression, sever force, telekinetic gust
2nd-level: force barrier, force enlightenment, stun 4th-level: force immunity, freedom of movement
3rd-level: knight speed, share life 5th-level: improved battle meditation
ACTIONS ACTIONS
Shotosaber. Melee Weapon Attack: +4 to hit, reach 5 ft., Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) energy damage. one target. Hit: 5 (1d6+2) energy damage.

69
JEDI KNIGHT REBEL
Medium humanoid, chaotic light

Armor Class 14 (17 with battle precogniton, 19 with


knight speed)
Hit Points 104 (16d8+32)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4 14 (+2) 16 (+3) 18 (+4) 16 (+3)

Saving Throws Dex +7, Int +6, +Wis +7


Skills Acrobatics +7, Deception +6, Insight +7,
Perception +7, Persuasion +6, Piloting +6,
Technology +6
Senses passive perception 17
Languages Galactic Basic, Binary
Challenge 8 (3,900 XP)

Evasion. If the Jedi rebel is subjected to an e ect that


allows it to make a Dexterity saving throw to take only
half damage, the Jedi instead takes no damage if it
succeeds on the saving throw, and only half damage if
it fails.
Forcecasting. The Jedi rebel is a 8th-level forcecaster. Its
forcecasting ability is Wisdom (power save DC 15, +7 to
hit with force attacks) and it has 38 force points. The
Jedi rebel knows the following force powers:
At-will: mind trick, saber ward, saber reflect, turbulence
1st-level: battle precognition, burst of speed, force jump,
heal, project
2nd-level: battle meditation, force confusion, force throw,
phasewalk, stun
3rd-level: knight speed, sever force telekinetic storm
4th-level: freedom of movement, mind trap
5th-level: telekinesis
Force-enhanced attacks. The Jedi rebel’s attacks are
enhanced by its precision and the force, adding an
extra 1d6 to its weapon attacks (already included).
Force Resistance. The Jedi has advantage on saving
throws against force powers and e ects.
ACTIONS
Multiattack. The Jedi rebel makes three melee attacks or
three ranged attacks.
Shotosaber. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) energy damage.
Blaster Pistol. Ranged Weapon Attack: +7 to hit, ranged
40/160 ft., one target. Hit: 11 (2d6+4) energy damage.

70
JEDI KNIGHT SURVIVOR
Medium humanoid, neutral light

Armor Class 15 (18 with battle precognition)


Hit Points 150 (20d8+60)
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 15 (+2) 20 (+5) 14 (+2)

Saving Throws Dex +9, Cha +6


Skills Athletics +7, Acrobatics +9, Insight +9, Lore +6,
Perception +9, Piloting +6, Stealth +9
Senses passive perception 19
Languages Galactic Basic, Binary, Huttese,
Shyriiwook.
Challenge 10 (5,900 XP)

Agile Fighter. When the Jedi survivor takes the dodge or


disengage action, it can make an attack as a bonus
action.
Forcecasting. The Jedi survivor is a 10th-level forcecaster.
Its forcecasting ability is Wisdom (power save DC 17, +9
to hit with force attacks) and it has 35 force points. The
Jedi survivor knows the following force powers:
At-will: force push/pull, force disarm, give life, guidance,
saber reflect, turbulence
1st-level: burst of speed, cloud mind, heal, project, valor
2nd-level: calm emotions, force barrier
3rd-level: knight speed, sever force
4th-level: force immunity, improved force camouflage
Kinetic Combat. Once per turn, when the Jedi survivor
hits with an attack, it can spend 1 force point and
choose one of the following additional e ects:
Deflection. The Jedi survivor adds 1d6 to its AC against
one attack of its choice until the start of its next turn.
Double Strike. The Jedi survivor can roll 1d6 and add it to
the damage of the triggering Kinetic Combat attack.
Slow Time. The Jedi survivor's speed increases by 5x1d6
until the end of its current turn.
ACTIONS
Multiattack. The Jedi survivor makes three attacks or it
casts a force power and makes one attack.
Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 14 (2d8+5) energy damage.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged
40/160 ft., one target. Hit: 10 (2d6+5) energy damage.
Force-Empowered Detonators (5/short or long rest). The Jedi
survivor makes a ranged force attack against a target
within 60 feet. On a hit, a small detonator adheres to
the target, and if the target is a large or smaller
creature, it is pushed back 5 feet. On a miss, the
detonator falls to the ground. Hit or miss, the
detonator explodes, and the target and all creatures
within 5 feet of it must make a DC 17 Dexterity saving
throw, taking 8 (1d6+5) force damage on a failed save,
or half as much on a successful one. If the detonator
adhered to the target of the attack, the target makes
the save with disadvantage.

71
JEDI KNIGHT, COMBAT HEALER Twinned Power. When the healer casts a power that
Medium humanoid (human), lawful light targets only one creature and doesn’t have a range of
self, it can spend a number of additional force points
Armor Class 13 (16 with battle precognition) equal to the power’s level to target a second creature in
range with the same power (1 force point if the power is
Hit Points 140 (21d8+42)
at-will).
Speed 30 ft.
Forcecasting. The healer is a 10th-level forcecaster. Its
forcecasting ability is Wisdom (power save DC 17, +9 to
STR DEX CON INT WIS CHA hit with force attacks, 45 force points).
11 (+0) 16 (+3) 14 (+2) 13 (+1) 20 (+5) 12 (+1) The healer knows the following force powers:
At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect,
Saving Throws Wis +8, Cha +4 Saber Ward, Spare the Dying
Skills Insight +8, Lore +4, Persuasion +4 1st-level: Battle Precognition, Heal, Project, Sanctuary
Senses passive Perception 15 2nd-level: Rescue, Restoration, Stun
Languages Galactic Basic and one other 3rd-level: Beacon of Hope, Remove Curse, Share Life
Challenge 6 (2,300 XP) 4th-level: Aura of Purity, Force Immunity, Freedom of
Movement
Defiant (1/rest). The healer can roll 1d4 and add it to a skill 5th-level: Improved Heal
check or saving throw.
ACTIONS
Disciple of Life. When the healer casts a power of rst level
Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one
or higher that restores hit points to a creature, both the
target. Hit: 7 (1d8+3) energy damage.
targeted creature and the consular regain additional hit
points equal to 2+the power's level. Preserve Life (5/day). The healer can distribute 50 hit points
Force-Empowered Casting. The the healer casts a force among any amount of creatures within 30 feet of it. This
power, it can expend additional force points to modify healing has no e ect on a creature that has half or more
the power, chosing one of the following options: of its maximum hit points.
Heightened Power. When the healer casts a power that REACTIONS
forces a creature to make a saving throw to resist its Force Shield (3/day). When the healer is hit with an attack, it
e ects, it can spend 3 additional force points to give one can use its reaction to shroud itself in the Force, giving it
target of the power disadvantage on its rst saving a +5 bonus to AC until the start of its next turn. This
throw made against the power. includes the triggering attack.
Quickened Power. When the healer casts a power that has
a casting time of 1 action, it can spend 2 additional force
points to change the casting time to 1 bonus action for
this casting.

72 Villains
JEDI KNIGHT, FOCUSED ADEPT Slow Time. The Jedi adept increases its speed by 5 x 1d6.
Medium humanoid (Twi'lek), any light alignment
Blade Dance. When the Jedi adept deals damage to a
target within 5 ft. of it, it can move up to 10 ft. without
Armor Class 15 (18 with battle precognition) provoking opportunity attacks.
Hit Points 131 (20d8+40)
Speed 30 ft. Blade Storm. Once per turn, when the Jedi adept deals
damage to a target twice in the same turn, it can
immediately make an additional attack against that
STR DEX CON INT WIS CHA target (no action required). This attack deals 8 (1d6+5)
energy damage.
11 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 15 (+2)
Forcecasting. The Jedi adept is a 7th-level forcecaster. Its
forcecasting ability is Wisdom (power save DC 14, +6 to
Saving Throws Dex +8, Cha +7 hit with force attacks, 20 force points).
Skills Acrobatics +8, Perception +6, Performance +5,
Persuasion +5 The Jedi adept knows the following force powers:
Resistances Poison At-will: burst, force disarm, force push/pull, saber reflect, saber
Senses Darkvision 60 ft. ward
Languages Galactic Basic and Twi’leki 1st-level: battle precognition, cloud mind, heal, project,
Challenge 7 (2,900 XP) sanctuary, sense emotion, sense force, slow descent
2nd-level: danger sense, animate weapon, force camouflage,
Kinetic Combat. When the Jedi adept takes the attack force sight
action or casts the force power burst, it can make one 3rd-level: force repulse, sever force, knight speed
melee weapon attack as a bonus action. This attack
deals 8 (1d6+5) kinetic damage. ACTIONS
Multiattack. The Jedi adept makes two lightfoil attacks.
Force-Empowered Self. When the Jedi adept uses its Kinetic
Combat feature, it can spend 1 force point to manifest Lightfoil. Melee Weapon Attack: +8 to hit, Reach 5 ft., one
an additional e ect. Choose one of the following: target. Hit: 9 (1d8+5) energy damage.
Deflection. The Jedi adept can roll 1d6 and add it to its AC Unarmed Strike. Melee Weapon Attack: +8 to hit, Reach 5 ft.,
against one attack before the start of its next turn. one target. Hit: 7 (1d4+5) kinetic damage.
Double Strike. The Jedi adept can deal an additional 1d6 to
the target of its kinetic combat attack.

Villains 73
JEDI KNIGHT, SAGE Forcecasting. The Jedi Sage is a 11th level forcecaster it's
Medium Humanoid (any), lawful light forcecasting ability is Wisdom (force save DC 16, +8 to hit
with force attacks, 44 force points). The Jedi Sage knows
Armor Class 13 (16 with battle precognition) the following force powers:
Hit Points 50 (9d8+9) At-will: saber reflect, force disarm, force technique, force
Speed 30 ft. push/pull, turbulance
1st level: heal, battle precognition, phase strike
2nd level: animate weapon, stun, battle meditation, phase walk
STR DEX CON INT WIS CHA 3rd level: telekinetic storm, knight speed, plant surge, force
8 (-1) 16 (+3) 12 (+1) 14 (+2) 20 (+5) 14 (+2) repulse
4th level: mind trap, grasping vine
Skills Perception+8, Insight+8, Medicine+8, Acrobatics 5th level: mass animation, improved phase strike, improved
+6 heal, improved phase walk, stasis, improved battle meditation
Senses passive Perception 17 6th level: telekinetic burst, wall of light
Languages Galactic Basic ACTIONS
Challenge 5 (1,800)
Lightsaber. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 6 (1d6+3)
Quickened Power (3/day). The Jedi can cast a power that has
a casting time of 1 action as a bonus action. REACTIONS
War Caster. When a hostile creature’s movement provokes
War Caster. The Jedi Sage has advantage on Constitution
an opportunity attack from the Jedi, it can use it's
saving throws that it makes to maintain it's
reaction to cast a power at the creature, rather than
concentration on a power when it takes damage.
making an attack. The power must have a casting time of
1 action and must target only that creature.

JEDI KNIGHT, WEAPON EXPERT Force Enhanced attacks. The Jedi's primary doublesaber
Medium Humanoid (any), lawful light attacks are enhanced by it's precision and the force
adding an extra 2d8 to melee strikes (included).
Armor Class 18 (heavy combat suit, +1 from two Forcecasting. The Jedi Battlemaster is a 13th level
weapon mastery (included)) forcecaster it's forcecasting ability is Wisdom (force save
Hit Points 98 (15d8+30) DC 14, +6 to hit with force attacks, 27 force points). The
Speed 30ft. Jedi knows the following force powers:
At-will: saber reflect, turbulance, force push/pull,force disarm,
sonic charge, burst
STR DEX CON INT WIS CHA
1st level: slow descent, phase strike, force throw
14 (+2) 20 (+5) 14 (+2) 10(+1) 16 (+3) 8 (-1) 2nd level: stun, battle meditation, phase walk
3rd level: telekinetic storm, knight speed, sever force, force
Skills Athletics+5, Perception +6, Acrobatics +8, Insight repulse
+6 4th level: freedom of movement, force immunity
Senses passive Perception 16
Languages Galactic Basic ACTIONS
Challenge 7 (2900) Multiattack. The Jedi makes three doublesaber attacks or
two doublesaber attacks and two o hand attacks.
Two Weapon Mastery The Jedi adds it's ability modi er to
Doublesaber. Melee Weapon Attack: +8 to hit, reach 5ft., one
two-weapon ghting damage. The Jedi can choose to
forgo it's pro ciency bonus to make an additional two- target. Hit 17 (3d8+5)
weapon ghting attack, also without it's pro ciency Offhand. Melee Weapon Attack: +5 to hit, reach 5ft., one
bonus. target. Hit 9 (1d8+5)
Avoidance. If the creature is subjected to an e ect that REACTIONS
allows it to make a saving throw to only take half
Double Bladed Strike The jedi can attack with both blades
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails. when making an opportunity attack

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

Armor Class 14 (17 with battle precognition)


Hit Points 70 (10d8+20)
Speed 30ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 14 (+2) 10(+1) 16 (+3) 8 (-1)

Skills Athletics+5, Perception +6, Acrobatics +7,


Insight +6
Senses passive Perception 16
Languages Galactic Basic
Challenge 5 (1,800)

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

Doublesaber. Melee Weapon Attack: +7 to hit, reach 5ft.,


one target. Hit 12 (2d8+4)
REACTIONS
Double Bladed Strike The Jedi can attack with both blades
when making an opportunity attack

Villains 75
JEDI CHOSEN ONE Legendary Resistance (3/Day). When the Chosen One fails a
Medium Humanoid (human), chaotic light saving throw, he can choose to succeed instead.
Force-Empowered Strikes (3/day)(1/Turn). The Chosen One
Armor Class 22 can deal an extra 12 (3d8) weapon damage when it hits
Hit Points 210 (28d8+84) with a melee attack.
Speed 30ft.
Forcecasting. The Chosen One is a 17th level forcecaster
it's forcecasting ability is Charisma (force save DC 22,
STR DEX CON INT WIS CHA +14 to hit with force attacks, 53 force points). The
Chosen One knows the following force powers:
22 (+6) 18 (+4) 16 (+3) 18 (+4) 18 (+4) 26 (+8)
At-will: force disarm, force push/pull, force technique, saber
reflect, saber throw
Saving Throws Str +12, Dex +10, Cha +14
1st level: burst of speed, force jump, force throw, slow
Skills Athletics +12, Acrobatics +10, Piloting +16,
descent
Technology +16, Insight +10, Perception +10,
2nd level: stun, stun droid, sever force
Intimidation +12
3rd level: telekinetic storm, knight speed, choke
Damage Resistances kinetic and energy from
4th level: freedom of movement, force immunity, disable
unenhanced weapons
droid, dominate beast
Condition Immunities charmed, frightened
5th level: telekinesis, improved phase strike
Senses passive perception +20
6th level: crush, telekinetic burst
Languages Basic, Huttese, Binary
7th level: master speed, destroy droid
Challenge 22 (41,000 XP)
ACTIONS
Reckless. At the start of its turn, the Chosen One can can Multiattack. The Chosen One makes three greatsaber
gain advantage on all melee weapon attack rolls during attacks.
that turn, but attack rolls against it have advantage until
the start of its next turn. Greatsaber Melee Weapon Attack: +12 to hit, range 5 ft., one
target. Hit 21 (3d10+6) energy damage.
Unarmored Defense. While wearing no armor and not
wielding a shield, the Chosen One adds his Charisma LEGENDARY ACTIONS
modi er to AC.
The Chosen One can take 3 legendary actions, choosing
Great Weapon Fighting. The Chosen One can reroll a 1 or 2 from the options below. Only one legendary action
on a damage die for a melee attack. The Chosen One option can be used at a time and only at the end of
must use the new roll. another creature's turn. Chosen Oneregains spent
legendary actions at the start of his turn.
Force Resistance. The Chosen One has advantage on
saving throws against force powers. Move. Chosen One can move up to his speed without
Djem So (1/Turn). If the Chosen One successfully hits a provoking opportunity attacks.
creature with a melee attack, it can choose another Forcecasting. Chosen One can cast an at-will force power.
creature within 5ft. of the original target and within the
Chosen One's reach. That creature would then take 6 Greatsaber Chosen One makes one Lightsaber attack.
points of energy damage. Forcecasting (1 legendary action per power level). Chosen One
Combat Caster. When the Chosen One uses his action to can cast a force power by spending a number of
cast a power, he can use a bonus action to make a legendary actions equal to the power level.
greatsaber attack.

76 Villains
Other jedi
secura:
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preview.redd.it/RVtxXwbQmhHoQHRuZbs5aXu6z5BP3KgO3HRQrh43CkU.jpg?
auto=webp&s=bc47838e897c931e99b60343391a8f698cfa31e7

77
JEDI INFILTRATOR Avoidance. If the Jedi In ltrator is subjected to an e ect
Medium Humanoid (Twi'lek), chaotic light that allows it to make a saving throw to only take half
damage, it instead takes no damage if it succeeds on the
Armor Class 15 (18 with battle precognition) saving throw, and only half damage if it fail
Hit Points 110 (14d8+42) Natural Antitoxins. The Jedi has advantage on saving
Speed 30ft. throws against poison and disease.
Forcecasting. The Jedi In ltrator is a 11th level forcecaster
STR DEX CON INT WIS CHA it's forcecasting ability is Wisdom (force save DC 16, +8
to hit with force attacks, 33 force points). The Jedi knows
12 (+1) 20 (+5) 14 (+2) 10(+1) 18 (+4) 16 (+3) the following force powers:
At-will: affect mind, force disarm, force push/pull, saber reflect,
Damage Resistances poison saber throw
Skills Acrobatics +9, Slieght of Hand +9, Stealth +13, 1st level:battle precognition, force jump, force mask, force
Perception +8, Performance +7, Deception +11, propel, slow descent
Senses darkvision 60ft, passive Perception 18 2nd level: calm emotions, force camouflage, stun, stun droid
Languages Galactic Basic, Twi'leki 3rd level: telekinetic storm, knight speed, sever force
Challenge 9 (5,000) 4th level: disable droid, improved force camouflage
5th Level: telekinesis
Sneak Attack (1/Turn). The jedi deals an extra 21 (6d6)
damage when it hits a target with a weapon attack and ACTIONS
has advantage on the attack roll, or when the target is Multiattack. When the Jedi makes three lightfoil attacks.
within 5 feet of an ally of the assassin that isn't
incapacitated and the jedi doesn't have disadvantage on lightfoil. Melee Weapon Attack: +9 to hit, reach 5ft., one
the roll. target. Hit 13 (2d8 + 5)
Cunning Action. On each of its turns, the Jedi In ltrator can REACTIONS
use a bonus action to take the Dash, Disengage, or Hide
Retreating Leap. When a creature makes a melee attack roll
action.
against the jedi, it can use it’s reaction to jump 10 feet in
a direction of it’s choice, imposing disadvantage on the
roll. This movement does not provoke opportunity
attacks.

78
AQUATIC JEDI MASTER Force Empowered Strikes. The Jedi's weapon attacks deal an
Medium humanoid (Nautolan), chaotic light extra 1d8 weapon damage (included).
Ideal of the Agile. The aquatic Jedi can jump 40 feet.
Armor Class 18 (heavy combat suit, light shield
generator) or 20 (knight speed) Forcecasting. The aquatic Jedi master is a 14th-level
Hit Points 195 (30d8+60) forcecaster (force save DC 18, +10 to hit with force
Speed 40 ft., swim 30 ft. attacks, 61 force points). It knows the following powers:
At-will: affect mind, guidance, force disarm, force push/pull,
mind trick, saber reflect, sonic charge
STR DEX CON INT WIS CHA 1st level: burst of speed, force jump, heal, sense force, slow
12 (+1) 20 (+5) 15 (+2) 14 (+2) 20 (+5) 12 (+1) descent
2nd level: calm emotions, coerce mind, force sight, rescue,
Saving Throws Dex +10, Wis +10 stun droid
Skills Acrobatics +10, Athletics +6, Insight +10, 3rd level: force repulse, knight speed
Perception +10 4th level: disable droid, grasping vine, force immunity
Senses Darkvision 90 ft., passive Perception 20 5th-level: improved heal, revitalize
Languages Galactic Basic, Nautila 6th-level: eruption, telekinetic burst
Challenge 14 (11,500 XP) 7th-level: destroy droid
ACTIONS
Legendary Resistance (3/day). If the aquatic Jedi master fails
Multiattack. The Jedi makes three Lightfoil attacks.
a saving throw, it can choose to succeed instead.
Lightfoil. Melee Weapon Atack: +10 to hit, reach 5 ft., one
Amphibious. The aquatic Jedi master can breath water.
target. Hit: 16 (2d8+7) energy damage.
Indomitable. The aquatic Jedi master has advantage on
Force Bubble (Recharge 5-6). The aquatic Jedi master can
skill checks and saving throws to avoid being grappled or
moved. If it fails one of these skill checks or saving generate a bubble of air with the Force. It can then hurl
throws, it can expend one force point to reroll one of the this bubble at a point within 120 feet. When the bubble
dice once. It must use the new roll. reaches the point, it will pop with a burst of sonic
energy. Each creature within 20 feet of that point must
Kinetic Combat. Once per round on its turn, when the Jedi make a DC 18 Constitution saving throw, taking 42
hits with its Lightfoil attack, it can expend one force (12d6) sonic damage on a failed save, or half as much
point and choose one of the following e ects: damage on a successful one. Creatures in water are
vulnerable to damage from this attack.
De ection: The aquatic Jedi adds 1d8 to its AC against
one attack of its choice until the start of its next turn. REACTIONS
Double Strike: The aquatic Jedi can roll 1d8 and add it to Kinetic Ward. When the aquatic Jedi or a friendly creature
the damage of the triggering Kinetic Combat attack. within 5 feet of it is hit with a melee weapon attack, the
aquatic Jedi master can use its reaction to reduce the
Slow Time: The aquatic Jedi master's speed increases by
damage taken by 23 (1d10+18). If the damage is reduced
5x1d8 until the end of its current turn.
to 0, the aquatic Jedi master can expend 1 force point to
The Way of the Sarlaac (1/day). The aquatic Jedi can enter this make a melee weapon attack against a creature within 5
frenetic stance as a bonus action. When the aquatic Jedi feet of it as part of the same reaction.
master hits a creature with a melee weapon attack, that LEGENDARY ACTIONS
creature has disadvantage on the rst attack roll it
makes against the aquatic Jedi master before the start of The aquatic Jedi master can take 3 legendary actions,
the aquatic Jedi master's next turn. Additionally, if the choosing from the options below. Only one legendary
creature is within 5 ft. of the aquatic Jedi master, it must action option can be used at a time and only at the end
make a DC 18 Strength saving throw. On a failure, that of another creature's turn. The aquatic Jedi master
creature is pushed back 5 feet, and the aquatic Jedi regains spent legendary actions at the start of its turn.
master can move to enter the space the creature just
Lightfoil. The aquatic Jedi master attacks with its lightfoil.
vacated without provoking opportunity attacks.
Unpredictable Motion. Opportunity attacks against the Move. The aquatic Jedi master moves up to its speed.
aquatic Jedi master have disadvantage. Forcecasting. The Jedi casts an at-will force power.

Villains 79
REBEL JEDI MASTER Deflection. The Jedi adds 1d8 to its AC against one attack
Medium humanoid, neutral light of its choice until the start of its next turn.
Energized Double Strike. The Jedi can roll 2d8 and add it to
Armor Class 16 (19 with battle precognition) the damage of the triggering Kinetic Combat attack.
Hit Points 213 (25d8+100)
Slow Time. The Jedi's speed increases by 5x1d8 until the
Speed 40 ft.
end of its current turn.
Legendary Resistance (3/day). If the Jedi fails a saving throw,
STR DEX CON INT WIS CHA it can choose to succeed instead.
18 (+4) 22 (+6) 16 (+3) 16 (+3) 22 (+6) 14 (+2) ACTIONS
Multiattack. The Jedi makes three attacks or it casts a force
Saving Throws Dex +11, Wis +11, Cha +7
power and makes one attack.
Skills Athletics +9, Acrobatics +11, Insight +11, Lore
+8, Perception +11, Piloting +8, Stealth +11 Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Senses blindsight 30 ft., passive perception 21 target. Hit: 18 (3d8+5) energy damage.
Languages Galactic Basic, Binary, Huttese, Shyriiwook.
Challenge 15 (13,000 XP) Blaster Pistol. Ranged Weapon Attack: +11 to hit, ranged
40/160 ft., one target. Hit: 15 (3d6+5) energy damage.
Agile Fighter. When the Jedi takes the dodge or disengage Force-Empowered Detonators (6/short or long rest). The Jedi
action, it can make an attack as a bonus action. makes a ranged force attack against a target within 60
feet. On a hit, a small detonator adheres to the target,
Enlightened Evasion. Ihe Jedi is subjected to an e ect that and if the target is a large or smaller creature, it is
allows it to make a Dexterity saving throw to take only pushed back 5 feet. On a miss, the detonator falls to the
half damage, the Jedi instead takes no damage if it ground. Hit or miss, the detonator explodes, and the
succeeds on the saving throw, and only half damage if it target and all creatures within 5 feet of it must make a
fails. DC 19 Dexterity saving throw, taking 9 (2d8+6) force
Forcecasting. The Jedi is a 16th-level forcecaster. Its damage on a failed save, or half as much on a successful
forcecasting ability is Wisdom (power save DC 19, +11 to one. If the detonator adhered to the target of the attack,
hit with force attacks) and it has 54 force points. The Jedi the target makes the save with disadvantage.
knows the following force powers: LEGENDARY ACTIONS
At-will: force push/pull, force disarm, give life, guidance, saber The rebel jedi master can take 3 legendary actions,
reflect, turbulence choosing from the options below. Only one legendary
1st-level: burst of speed, cloud mind, force jump, heal, project, action option can be used at a time and only at the end
valor of another creature's turn. The rebel jedi master regains
2nd-level: calm emotions, force barrier, force camouflage, spent legendary actions at the start of its turn.
force sight, force throw
Move. The jedi rebel master moves up to its speed
3rd-level: beacon of hope, knight speed, sever force,
without provoking attacks of oppurtunity.
telekinetic storm
4th-level: force immunity, improved force camouflage At-will Power. The rebel jedi master casts an at-will force
5th-level: mass animation, telekinesis power.
6th-level: telekinetic burst Dashing Strike (Costs 2 Actions). The rebel jedi master takes
Force Sight. The Jedi is constantly under the e ects of the the dash action without provoking attacks of
force sight force power, and does not need to maintain oppurtunity. It can make an attack before or after
concentration on it. moving.

Kinetic Combat. Once per turn, when the Jedi hits with an Cast Force Power (Costs 3 Actions). The rebel jedi master
attack, it can spend 1 force point and choose one of the casts a force power of 1st-level or higher, expending
following additional e ects: force points as normal.

80
KEL DOR JEDI MASTER Life in the Void. The Jedi Master can survive for one hour
Medium humanoid (Kel Dor), lawful light within the vacuum of space.
Light Weapon Expert. Once per turn when the Jedi Knight
Armor Class 17 rolls damage for a weapon attack using a light weapon it
Hit Points 150 (23d8+46) can reroll the weapon’s damage dice and use either total
Speed 30ft.
Telepathy. The Jedi can communicate telepathically with
creatures within 30 feet of you. The Jedi must share a
STR DEX CON INT WIS CHA language with the target in order to communicate in this
way.
22 (+6) 16 (+3) 14 (+2) 14(+2) 18 (+4) 12 (+1)
Unarmored Defense. While wearing no armor and not
wielding a shield, the Jedi Master adds his Wisdom
Saving Throws Str 12, Dex +9, Wis +10 modi er to AC.
Skills Athletics + 12, Perception +10, Acrobatics +9,
Piloting +8, Survival 10 ACTIONS
Damage Resistances necrotic, kinetic and energy from Multiattack. When the Jedi Master makes three greatsaber
unenhanced weapons attacks or casts a force power and makes a greatsaber
Condition Immunities charmed, frightened attack.
Senses darkvision 60ft, passive Perception 20
Languages Galactic Basic, Kel Dor Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one
Challenge 18 (20,000) target. Hit 20 (2d8+2d6+6)
Electric Judgement (Recharge 5-6). The Jedi Master emits
Combat Caster. When the Jedi Master uses his action to bolts of yellow lightning from his nger tips in a 30 foot
cast a force power, he can make a greatsaber attack as a cone. Each creature in that area must make a DC 18
bonus action. Dexterity saving throw, taking 48 (16d6) lightning
damage on a failed save, or half as much on a successful
Forcecasting. The Jedi Master is a 14th level forcecaster it's one. On a fail the creature will be stunned into the end
forcecasting ability is Wisdom (force save DC 18, +10 to of the Jedi Master's next turn.
hit with force attacks, 56 force points). The Jedi Master
knows the following force powers: LEGENDARY ACTIONS
At-will: burst, force disarm, force push/pull, saber reflect, The Jedi Master can take 3 legendary actions, choosing
shock, sonic charge, turbulance from the options below. Only one legendary action
1st level: force propel, phase strike, slow descent, tremor option can be used at a time and only at the end of
2nd level: animate weapon, force throw, phase walk, rescue, another creature's turn. Jedi Master regains spent
legendary actions at the start of his turn.
stun
3rd level: convulsion, force lightning, knight speed, sever Move. Jedi Master can move up to his speed without
force, telekinetic storm provoking opportunity attacks.
4th level: disable droid
5th level: mass animation, telekinesis, Forcecasting. Jedi Master can cast an at-will force power.
6th level: eruption, force chain lightning, telekinetic burst Greatsaber Jedi Master makes one greatsaber attack.
7th level: whirlwind
Forcecasting (1 legendary action per power level). Jedi Master
Legendary Resistance. (3/Day). When the Jedi Master fails a can cast a force power by spending a number of
saving throw, he can choose to succeed instead. legendary actions equal to the power level.

81
JEDI REDEEMER At-will: force disarm, force push/pull, mind trick, saber reflect,
Medium humanoid (human), lawful light saber throw
1st-level: cloud mind, force jump, force propel, force throw,
Armor Class 21 slow descent
Hit Points 163 (21d8+63) 2nd-level: calm emotions, coerce mind, force confusion, stun
Speed 30 ft. 3rd-level: telekinetic storm, knight speed, choke
4th-level: freedom of movement, force immunity, dominate
beast
STR DEX CON INT WIS CHA 5th-level: dominate mind, stasis, telekinesis
6th-level: crush, mass coerce mind, telekinetic burst
22 (+6) 18 (+4) 16 (+3) 18 (+4) 24 (+7) 20 (+5)
7th-level: master speed
Saving Throws Str +12, Dex +10, Wis +13 ACTIONS
Skills Acrobatics +10, Athletics +12, Perception +13, Multiattack. The Jedi Redeemer makes 3 greatsaber
Piloting +16, Technology +10 attacks.
Damage Resistances energy and kinetic from
unenhanced sources Greatsaber. Melee Weapon Attack: +12 to hit, Reach 5 ft., one
Condition Immunities Charmed, Frightened target. Hit: 17 (2d6+1d8+6) energy damage.
Senses passive Perception 23
Redemptive Aura. The Jedi Redeemer targets three
Languages Galactic Basic, Binary
creatures that it can see within 30 feet. The targets must
Challenge 18 (20,000 XP) make a DC 21 Wisdom saving throw. On a failure, the
targets cannot take actions or reactions. At the end of an
Legendary Resistance (3/day). If the Jedi Redeemer fails a a ected creature's turn or when an a ected creature
saving throw, it can choose to succeed instead. takes damage from the Jedi Redeemer or one of its
allies, it may repeat the saving throw, ending the e ect
Unarmored Defense. While wearing no armor and not on a success.
wielding a shield, the Jedi Redeemer adds its Wisdom
modi er to its AC. LEGENDARY ACTIONS
Force Resistance. The Jedi Redeemer has advantage on The Jedi Redeemer can take 3 legendary actions,
saving throws force powers. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Way of the Krayt Dragon. If the Jedi Redeemer successfully of another creature's turn. The Jedi Redeemer regains
hits a creature with a melee attack, it can choose spent legendary actions at the start of his turn.
another creature within 5 feet of the original target and
within the Jedi Redeemer's reach. That creature takes 6 Move. The Jedi Redeemer can move up to its speed
points of energy damage. without provoking opportunity attacks.
Forcecasting. The Jedi Redeemer is a 13th-level Forcecasting. The Jedi Redeemer cast an at-will force
forcecaster. Its forcecasting ability is Wisdom (force save power.
DC 21, +13 to hit with force attacks, 59 force points). It
Greatsaber. The Jedi Redeemer makes one greatsaber
knows the following force powers:
attack.

82
JEDI COMMANDER Saber Reflect. Jedi Commander can cast saber reflect up to 6
Medium humanoid (human), lawful light times per round, but no more than once per turn,
without expending a reaction.
Armor Class 16 (battle armor) or 18 (knight speed) ACTIONS
Hit Points 255 (30d10+90)
Multiattack. Jedi Commander makes three Saber Attacks
Speed 30 ft. walk
or casts a force power and makes a Saber Attack.
Saber Melee Weapon Attack: +11 to hit, range 5 ft., one
STR DEX CON INT WIS CHA target. Hit 16 (2d10+5) energy damage.
20 (+5) 14 (+2) 16 (+3) 16 (+3) 22 (+6) 17 (+3)
Leadership (1/Rest). For 1 minute, the Jedi Commander can
utter a special command or warning whenever a
Saving Throws Str. +11, Dex +8, Con +9, Wis +12 nonhostile creature that it can see within 30 feet of it
Skills Acrobatics +8, Athletics +11, Insight +12, makes an attack roll or a saving throw. The creature can
Perception +12, Stealth, +8, Survival +12 add a d4 to its roll provided it can hear and understand
Damage Resistances kinetic and energy damage, the Jedi Commander. A creature can bene t from only
damage from force powers one Leadership die at a time. This e ect ends if the Jedi
Senses darkvision 60 ft., passive Perception 18 Commander is incapacitated.
Languages Galactic Basic, any one other
Challenge 20 (25,000 XP)
REACTIONS
Force Shield Jedi Commander adds 6 to his AC against a
Forcecasting. Jedi Commander is a 16th-level forcecaster. melee attack that would otherwise hit him.
His forcecasting ability is Wisdom (force save DC 20, +12 LEGENDARY ACTIONS
to hit with force attacks, 70 force points). Jedi Commander can take 3 legendary actions, choosing
from the options below. Only one legendary action
Jedi Commander knows the following force powers:
option can be used at a time and only at the end of
At-will: affect mind, feedback, force disarm, force push/pull, another creature's turn. Jedi Commander regains spent
mind trick, saber reflect legendary actions at the start of his turn.
1st level: burst of speed, force jump, force throw, heal,
heroism, improved feedback, sense force, slow descent Move. Jedi Commander can move up to his speed without
2nd level: calm emotions, coerce mind, force barrier, force provoking opportunity attacks.
enlightenment, force sight, rescue, restoration, stun droid Forcecasting. Jedi Commander can cast an at-will force
3rd level: force repulse, knight speed power.
4th level: disable droid, force immunity, freedom of movement
Forcecasting (1 legendary action per power level). Jedi
5th level: improved force barrier, telekinesis
Commander can cast a force power by spending a
6th level: true sight
number of legendary actions equal to the power level.
7th level: destroy droid
8th level: master force barrier Saber. Jedi Commander makes one Saber attack.
Legendary Resistance (3/Day). When Jedi Commander fails a
saving throw, he can choose to succeed instead.

Villains 83
JEDI VAAPAD MASTER Forcecasting. The Jedi Vaapad Master is a 17th level
Medium humanoid (human), lawful light forcecaster it's forcecasting ability is Wisdom (force save
DC 20, +12 to hit with force attacks, 51 force points). The
Armor Class 21 Jedi Vaapad Master knows the following force powers:
Hit Points 170 (22d8+66) At-will: force disarm, force push/pull, force technique, saber
Speed 30 ft. walk. reflect, saber throw
1st level: burst of speed, force jump, force throw, slow
descent
STR DEX CON INT WIS CHA 2nd level: stun, stun droid sever force
22 (+6) 20 (+5) 16 (+3) 16 (+3) 22 (+6) 14 (+2) 3rd level: telekinetic storm, knight speed
4th level: freedom of movement, force immunity
Saving Throws Dex +12, Wis +10, Cha +12 5th level: telekinesis, improved phase strike
Skills Athletics +12, Insight +12, Perception +18, 6th level: crush, telekinetic burst
Survival +12 7th level: master speed, destroy droid
Damage Resistances kinetic and energy from ACTIONS
unenhanced weapons
Condition Immunities charmed, frightened Multiattack. When the Jedi Vaapad Master makes three
Senses passive Perception 26 martial lightsaber attacks or casts a force power and
makes a light saber attack.
Languages Basic, one other of your choice
Challenge 21 (30,000 XP) Martial Lightsaber Melee Weapon Attack: +12 to hit, range 5
ft., one target. Hit 21 (2d8+1d10+6) energy damage.
Legendary Resistance (3/Day). When Jedi Vaapad Master
fails a saving throw, he can choose to succeed instead. REACTIONS
Vaapad strike The Jedi Vaapad Master can utilize his
Unarmored Defense. While wearing no armor and not reaction to make a lightsaber attack on a creature that
wielding a shield, Jedi Vaapad Master adds his Wisdom has just made a successful attack against it
modi er to AC.
LEGENDARY ACTIONS
Shatterpoint The Jedi Vaapad Master can choose one
The Jedi Vaapad Master can take 3 legendary actions,
creature or object within 60 ft.:
choosing from the options below. Only one legendary
If targeting a creature or construct. The Jedi Vaapad action option can be used at a time and only at the end
Master's attacks will deal an 2d8 additional damage on a of another creature's turn. Jedi Vaapad Master regains
hit. This e ect will last up to a minute. spent legendary actions at the start of his turn.
If targeting an object. The Jedi Vaapad Master will be Move. Jedi Vaapad Master can move up to his speed
able to nd the object's weak point and can make an without provoking opportunity attacks.
attack roll and shatter the object on a hit.
Forcecasting. Jedi Vaapad Master can cast an at-will force
Vaapad. The Jedi Vaapad Master has advantage on any power.
attacks made against a creature with darkside
alignment. Martial Lightsaber Jedi Vaapad Master makes one
Lightsaber attack.
Combat Caster. When the Jedi Vaapad Master uses his
action to cast a force power, he can use a bonus action Forcecasting (1 legendary action per power level). Jedi Vaapad
to make a martial lightsaber attack. Master can cast a force power by spending a number of
legendary actions equal to the power level.

84 Villains
JEDI GRAND MASTER At-will: force disarm, force push/pull, force technique, saber
Small (yoda species), lawful light reflect, saber throw
1st level: burst of speed, force jump, force throw, heal
Armor Class 19 2nd level: animate weapon, battle meditation, danger sense,
Hit Points 270 (28d8+46) phasewalk, stun, stun droid
Speed 40 ft. 3rd level: knight speed, share life, sever force, telekinetic
storm
4th level: disable droid, force immunity, freedom of
STR DEX CON INT WIS CHA movement, mind trap
5th level: improved battle meditation, improved phase strike,
12 (+1) 24 (+7) 20 (+5) 18 (+4) 26 (+8) 20 (+5)
improved phasewalk, mass animation, revitalize, skill
empowerment, telekinesis
Saving Throws Dex +14, Con +12, Wis +15, Cha +12 6th level: greater heal, telekinetic burst, true sight, wall of light
Skills Acrobatics +21, Stealth +14, Sleight of hand +14, 7th level: destroy droid, force mend, improved revitalize,
Insight +22, Perception +22, Medicine +14, Animal master speed
handling +22 8th level: earth quake, force link, mind blank, telekinetic wave
Damage Immunities Necrotic, Posion; Kinetic, Energy, 9th level: master battle meditation, master heal,precognition
and Ion from non-enhanced weapons
Condition Immunities blinded, Charmed deafened, ACTIONS
frightened Poisoned Multiattack. When the Jedi Grand Master makes three
Senses Truesight 120 ft, passive Perception 26 shotosaber attacks or casts a force power and makes a
Languages Galatic Basic, Shyriiwook shotosaber attack.
Challenge 23 (50,000 XP)
Shotosaber. Melee Weapon Attack: +14 to hit, reach 5ft., one
Quickened Power (3/day) When the Jedi Grand Master casts target. Hit 18 (1d6+ 2d8 + 7) energy damage
a power that has a casting time of 1 action, it can change
the casting time to 1 bonus action for this casting.
REACTIONS
Force Shield The Jedi Grand Master adds 5 to his AC
Twinned Power (3/day) When The Jedi Grand Master casst a against an attack that would otherwise hit him.
power that targets only one creature and doesn’t have a
range of self, it can target a second creature in range
LEGENDARY ACTIONS
with the same power. The Jedi Grand Master can take 3 legendary actions,
choosing from the options below. Only one legendary
Force Senses. The Jedi Grand Master has advantage on action option can be used at a time and only at the end
Wisdom (Perception) Checks. of another creature's turn. The Jedi Grand Master
Force Resistance Whenever the Jedi Grand Master makes a regains spent legendary actions at the start of his turn.
saving throw against a force power he rolls with
At-Will Power. The Jedi Grand Master casts one of his at
advantage.
will powers.
Cunning Action. On each of The Jedi Grand Master's turns,
Melee Attack The Jedi Grand Master can make one
it can use a bonus action to take the Dash, Disengage, or
shotosaber attack.
Hide action.
Move. The Jedi Grand Master can move up to his speed
Combat Caster. When the Jedi Grand Master uses his
without provoking opportunity attacks.
action to cast a force power, he can use a bonus action
to make a shotosaber attack. Preserve Life (Costs 2 Actions) The Jedi Grand Master can
Legendary Resistance (3/Day). If the Jedi Grand Master fails a choose any number of creatures within 30 feet of it and
divide 90 hit points between them restoring up to half of
saving throw, he can choose to succeed instead.
their total hit points.
Forcecasting. he Jedi Grand Master is a 20th level
forcecaster it's forcecasting ability is Wisdom (force save
DC 23, +15 to hit with force attacks, 80 force points). The
Jedi Grand Master knows the following force powers:

Villains 85
JEDI RONIN Legendary Resistance (3/Day). When Jedi Ronin fails a saving
Medium humanoid (togruta), chaotic light throw, she can choose to succeed instead.
Whirlwind of Light. Creatures provoke an opportunity
Armor Class 19 (battle precognition) or 21 (knight attack from Jedi Ronin even if they take the Disengage
speed) action before leaving her reach. Creatures provoke an
Hit Points 195 (30d8+60) opportunity attack from Jedi Ronin when they enter her
Speed 40 ft. walk reach. When Jedi Ronin makes an opportunity attack,
Jedi Ronin makes two Saber Attacks.

STR DEX CON INT WIS CHA ACTIONS


Multiattack. Jedi Ronin makes three Saber Attacks or casts
14 (+2) 22 (+6) 14 (+2) 18 (+4) 20 (+5) 15 (+2)
a force power and makes a Saber Attack.
Saving Throws Dex +12, Con +8, Wis +11 Saber Melee Weapon Attack: +12 to hit, range 5 ft., one
Skills Acrobatics +12, Athletics +8, Insight +11, target. Hit 16 (2d8+7) energy damage.
Perception +11, Stealth, +12, Survival +11
Saber Rush (2/day). Jedi Ronin rushes forward up to 30 feet
Damage Resistances kinetic and energy damage from
to an unoccupied space she can see without provoking
unenhanced weapons, damage from force powers
opportunity attacks. Each creature within 5 feet of the
Senses darkvision 60 ft., tremorsense 30 ft., passive path must make a Dexterity saving throw (DC 19) with
Perception 18 disadvantage. A creature takes 16 (2d8+7) energy
Languages Galactic Basic, Togruti damage on a failed save, or half as much on a successful
Challenge 19 (22,000 XP) one.

Battle Precognition. Jedi Ronin casts battle precognition on REACTIONS


herself every morning. Parry Jedi Ronin adds 6 to her AC against one melee
attack that would hit her. To do so, Jedi Ronin must see
Forcecasting. Jedi Ronin is a 14th-level forcecaster. Her the attacker and be wielding a melee weapon.
forcecasting ability is Wisdom (force save DC 19, +11 to
hit with force attacks, 61 force points).
LEGENDARY ACTIONS
Jedi Ronin can take 3 legendary actions, choosing from
Jedi Ronin knows the following force powers: the options below. Only one legendary action option can
At-will: force disarm, force push/pull, force technique, be used at a time and only at the end of another
guidance, mind trick, saber reflect creature's turn. Jedi Ronin regains spent legendary
1st level: battle precognition, burst of speed, force jump, force actions at the start of her turn.
throw, heroism, sense force, slow descent Move. Jedi Ronin can move up to her speed without
2nd level: battle meditation, force enlightenment, force sight, provoking opportunity attacks.
rescue, stun droid
3rd level: force repulse, knight speed, remove curse Forcecasting. Jedi Ronin can cast an at-will force power.
4th level: disable droid, force immunity, freedom of movement Saber Jedi Ronin makes one Saber attack.
5th level: telekinesis
6th level: true sight
7th level: destroy droid

86 Villains
turn or starts its turn there, it must make a DC 13
Saving Throws Wis +5, Dex +5 Constitution saving throw. On a failed save, the creature
Skills Perception +5, Persuasion +4, Stealth +7 takes 3d8 force damage. On a successful save, the
Condition Immunities exhaustion, grappled, creature takes half as much damage. The ghost must
paralyzed, petri ed, poisoned, prone, restrained maintain concentration to keep the eld up and is not
Damage Resistances acid, cold, re, sonic, kinetic able to take any other actions while active.
Damage Immunities necrotic, poison Incorporeal Saber Melee Weapon Attack: +5 to hit, reach 5ft.,
Senses darkvision 60 ft., passive Perception 15 one target. Hit 7 (1d8 + 3) psychic damage.
Languages the languages it knew in life
Challenge 2 (450 XP) Help From Beyond The Force Ghost can take the Help
action to bene t any allied creature within a 20ft radius.
Force Resistance. The ghost has advantage on saving
throws against Force Powers

87
JENSAARAI
The Jensaarai were an order of Force-users from the
Suarbi system, who arose during the Clone Wars. Their
name was Sith for "followers of the hidden truth." Their
philosophy and methodology was a blend of Sith and
Jedi teachings. Their hierarchy loosely resembled that
of the Jedi Order.
Jensaarai philosophy and abilities were thus
syncretistic; the mixture of Jedi and Sith teachings
complemented each other perfectly. From their Jedi
roots they were deeply honorable, disciplined, and
respected those same traits in their enemies. From the
Sith they learned the power of aggression, though not
to the point of the dark side. In that regard, the
Jensaarai, after the death of Tyris, remained true to the
light side, only with a di erent outlook on the universe
and the Jedi Knights. One Jedi ideal the Jensaarai never
abandoned was the defense of peace and justice.
Shortly after the death of Nikkos Tyris, the Jensaarai
took it upon themselves to act as custodians for
Susev , and continued to act as much they had during JENSAARAI APPRENTICE
their days in the Jedi Order. Medium humanoid (human), lawful balanced
There were three ranks amongst the Jensaarai:
apprentices, defenders, and the Saarai-kaar.
Armor & Abilities. Armor Class 17 (Jensaarai enhanced armor)
Hit Points 64 (8d8+28)
The armor worn by the Jensaarai, as mentioned, was
Speed 30ft.
inspired by details of Sith battle armor. It was a highly
exible suit of light armor, covered in spun cortosis
bers, capable of protecting a Jensaarai from STR DEX CON INT WIS CHA
lightsaber attacks. First a basic, generic, frame was 18 (+4) 16 (+3) 16 (+3) 10 (+0) 17 (+3) 9 (-1)
constructed before the armor was further customized
to represent an animal the wearer could relate to. Saving Throws Dex +6, Con +7, Wis +7
Though not a rule, it was common practice for armor Damage resistance energy from unenhanced
to be styled on animals that were not overly weapons
aggressive, but were capable of adequately protecting Skills Athletics +7, Perception +6, Stealth +6
themselves when threatened, such as a reek or Senses passive Perception 14
Corellian sand panther. If the wearer was so inclined, Languages Galactic Basic
modi cations to the armor included systems designed Challenge 5 (1,800 XP)
to better emulate the creature in question, such as
built-in macrobinoculars or retractable claws. Sith Jensaari armor. The Jensaarai can reduce damage taken
alchemy was used in the creation of the armor, and from kinetic, energy, ion, re & cold attacks by 6
they usually wore gray cloaks over it. The Jensaarai also anytime it is damaged
used the force to attune their armor. The construction Forcecasting. The Jensaarai’s innate Force casting ability
of the armor was a deeply personal a air, and was as is Wisdom (spell save DC 15, +7 to hit with spell
much of an art form as lightsaber construction, attacks, level 5 caster 20 force points). It can innately
requiring just as much dedication and skill, used in the cast the following Force Powers:
Jensaarai as the transition from apprentice to full At will: force pull/push, force disarm, saber reflect
'knight'. 1st level: force throw, force jump, phase strike
The Jensaarai were also able to use a unique power 2nd level: animate weapon, phase walk, force camouflage
they called ballistakinesis. This power involved hurling
a collection of small, usually harmless objects, such as ACTIONS
coins or pebbles, and using the Force to accelerate Multiattack. The Jensaarai Apprentice makes two attacks
their velocity to lethal speeds. with its Martial lightsaber
Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (1d10+4) energy damage
Ballistakinesis. The Jensaarai calls upon the force to hurl
small debris at targets within a 15ft cone. Each
creature within the 15 foot cone must make a DC 15
Dexterity saving throw. A creature takes 3d8 kinetic
damage on a failed save, or half as much as on a
successful one.

88 Villains
JENSAARAI DEFENDER Forcecasting. The Jensaarai’s innate Force casting ability is
Medium humanoid (human), lawful balanced Wisdom (spell save DC 16, +8 to hit with spell attacks
level 9 caster 36 points). It can innately cast the following
Armor Class 18 (Jensaarai enhanced armor) Force Powers:
Hit Points 91 (14d8+28) At will: force pull/push, force disarm, saber reflect
Speed 30ft. 1st level: force throw, force jump, phase strike
2nd level: animate weapon, phase walk, force camouflage
3rd level: telekinetic storm, sever force, knight speed
STR DEX CON INT WIS CHA 4th level: improved force camouflage
20 (+5) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
ACTIONS
Saving Throws Dex +7, Con +7, Wis, +8 Multiattack. The Jensaarai makes two attacks with its
Damage resistance energy from unenhanced Martial lightsaber and one Ballistakinesis attack
weapons Martial Lightsaber. Melee Weapon Attack: +9 to hit, reach 5
Skills Athletics +9, Perception +8, Stealth +7 ft., one target. Hit: 10 (1d10+5) Energy damage
Senses passive Perception 18
Languages Galactic Basic Ballistakinesis. The Jensaarai calls upon the force to hurl
Challenge 8 (3,900 XP) small debris at targets within a 15ft cone. Each creature
within the 15 foot cone must make a DC 16 Dexterity
saving throw. A creature takes 3d8 kinetic damage on a
Jensaari armor. The Jensaarai can reduce damage taken failed save, or half as much as on a successful one.
from kinetic, energy, ion, re & cold attacks by 8 anytime
it is damaged

JENSAARAI SAARAI-KAAR Forcecasting. The Jensaarai’s Force casting ability is


Medium humanoid (human), lawful balanced Wisdom (spell save DC 17, +9 to hit with power attacks
caster, 44 points). It knows the following Force Powers:
Armor Class 19 (Jensaarai enhanced armor) At will: force pull/push, force disarm, saber reflect
Hit Points 180 (24d8+72) 1st level: force throw, force jump, phase strike
Speed 30ft. 2nd level: animate weapon, phase walk, force camouflage
3rd level: telekinetic storm, sever force, knight speed
4th level: improved force camouflage
STR DEX CON INT WIS CHA 5th level: improved phasestrike, improved phasewalk, mass
22 (+6) 18 (+4) 16 (+3) 10 (+0) 20 (+5) 12 (+1) animation
ACTIONS
Saving Throws Dex +8, Con +7, Wis, +9
Damage resistance energy from unenhanced Multiattack. The Jensaarai makes three attacks with its
weapons Martial lightsaber and one Ballistakinesis attack
Skills Athletics +10, Perception +9, Stealth 8 Martial Lightsaber. Melee Weapon Attack: +10 to hit, reach 5
Senses passive Perception 19 ft., one target. Hit: 11 (1d10+6) energy damage.
Languages Galactic Basic
Challenge 15 (13,000 XP) Ballistakinesis. The Jensaarai calls upon the force to hurl
small debris at targets within a 30ft cone. Each creature
Jensaari Armor. The Jensaarai can reduce damage taken within the 30 foot cone must make a DC 17 Dexterity
from kinetic, energy, ion, re & cold attacks by 9 anytime saving throw. A creature takes 6d8 kinetic damage on a
it is damaged. failed save, or half as much as on a successful one.

Villains 89
KELL DRAGON
Kell dragons are quadrupedal predators sometimes
utilized in disposing of captives by crimelords and Dark KELL DRAGON, ADULT
Jedi. Large beast, unaligned
Biology and Appearance. Kell dragons are hardy
creatures related to the much larger krayt dragons Armor Class 17 (natural armor)
indigenous to Tatooine, and like their larger cousins, Hit Points 170 (20d10+60)
are most comfortable in deserts. The squat, scaly Speed walk 40 ft., burrow 60 ft., swim 25 ft.
reptilians walk on four three-clawed legs. Their roughly
triangular heads hold piercing yellow eyes, and jaws STR DEX CON INT WIS CHA
that are lled with sharp teeth that jut out when their
mouths are closed. Three rows of spikes run down the 22 (+6) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (0)
beasts' backs to the ends of their tails.
Behavior. Kell dragons generally attempt to Saving Throws Str +10 , Dex +6 , Con +7
neutralize their targets by biting with their toothy jaws. Skills Perception +9 , Survival +9
Damage Resistances Kinetic damage
They can jump forward in order to deliver bites to
Senses darkvision 120 ft, passive Perception 19
particularly elusive prey. Languages N/A
History. During the Galactic War, Dread Master Challenge 12 (8,400 XP)
Styrak had a pet kell dragon on the planet of
Darvannis. Aggressive. As a bonus action, the Kell Dragon can move
A number of kell dragons lived on Ruusan. While up to its speed toward an enemy that it can see or
rare, they were the planet's most dangerous predator, hear. It must end this move closer to the enemy than it
and were found most commonly near the fabled Valley started.
of the Jedi. There, they posed a threat to both
Amphibious. The Kell Dragon can breathe air and water.
archaeologists and those attempting to make a
pilgrimage to the Valley. No one knew if they were ACTIONS
indigenous to the world or had been introduced by the Multiattack. The Kell Dragon makes three attacks: one
Sith. with its bite, and two with its claws.
Jabba the Hutt kept several as pets aboard the Star
Jewel, and would feed prisoners to the kell dragons for Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
entertainment. Kyle Katarn was intended to be the target. Hit: 19 (3d8+6) kinetic damage. Target must
then succeed on a DC 18 Strength saving throw or be
victim of Jabba's favorite dragon, but the mercenary grappled. Grappled creatures take an additional 4
was able to defeat the beast with his bare hands. Upon (1d8) kinetic damage when hit with a melee attack
escaping the dragon's den and retrieving his weapons, from the Kell Dragon. Grappled creature can escape
he proceeded to exterminate Jabba's entire the grapple as an action on their turn by making a DC
complement of the beasts in his search for Rebel agent 18 Strength check.
Jan Ors. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
The Dark Jedi Jerec had one kell dragon in captivity at target. Hit: 15 (2d8+6) kinetic damage.
his private palace at the city of Barons Hed. Destructive Swipe (Recharge 5-6). The Kell Dragon swipes
with its claws in a 10-foot line that is 15 feet wide. Each
creature in that line must make a DC 18 Dexterity
saving throw, taking 54 (12d8) kinetic damage on a
failed save, or half as much damage on a successful
one.

90
KILLIKS In order to participate in the collective mind, an
Killiks, who refer to themselves as the Kind, are a individual needs to always be within the range of
sentient hive mind insectoid species native to another Killik's aura who in turn needed to be in the
Alderaan. Killiks vary greatly in size, form and function approximate radius of another in turn.
though all share a similar genetic code. Killiks are a Joiners. Their telepathic connection is capable of
genetically diverse population of intelligent insects with extending to other species which include non-
their society being composed of hives that are known insectoids who become Joiners. These individuals lose
as nests. They possess the ability to communicate their independent will once they become absorbed
through each other through a variety of means that into the hive-mind. This is caused by being exposed to
include pheromones, electromagnetic transmissions, the large amounts of pheromones that the Killiks
and also long distance telepathy. secrete that can change a person's brain structure. It is
Biology. The Killiks are social insects and come in possible to medically reverse the Joining process.
several di erent types—membrosia givers, warriors, However, most Joiners refuse to willingly submit to the
attendants, and the deadly assassin bugs. Some Killiks procedure.
are as large as starships whilst others such as
ngerlings are as small as mites. Typically Killiks are
Human-sized hive creatures with four arms each
ending in a powerful three- ngered claw. All Killiks
start as small larvae. After that, their size can vary, KILLIK SOLDIER
Medium sentient creature (Killik), lawful balanced
though a hive is usually one size. The majority of the
Killik race are females with a few males. A single Killik is
able to lay a thousand eggs in a month, with those eggs Armor Class 17 (hardened carapace)
growing into battle-ready warriors in a year. Hit Points 60 (8d8+24)
Society. Society amongst the Killiks consist of a Speed 30ft.
collection of hive minds with di erent personalities.
Individual Killiks have no sense of self with each STR DEX CON INT WIS CHA
capable of unquestionably sacri cing itself for the
bene t of the nest. Killiks are unable to comprehend 18 (+4) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
the value that other species place on individuals.
Leading to di culty in interacting with other species. Condition Immunities charmed, frightened
Skills Athletics +6, Lore + 4, Perception +7,
Hive Mind. The Killiks have a communal society, with
Senses passive Perception 17
each and every Killik being in mental contact with Languages Galactic Basic, Killik
another. Due to their hive mind, every Killik nest is Challenge 4 (1,100 XP)
virtually one individual. Whatever the collective mind
knows, the entirety of the Killiks knows. Aggressive. As a bonus action, the Killik can move up to
its speed toward a hostile creature it can see.
Hive Mind. Killiks share a Hive Mind and use a mixture of
telepathy, pheromones and auras to communicate
with members of their hive. The Killik's hive mind
communication has a range of 1 kilometer and is
extended by this amount as long as there is a member
of the hive within range.
Hive Tactics. The Killik has advantage on an attack roll
against a creature if at least one of the hive is within 30
ft. of the creature and the ally isn't incapacitated.
Martial Advantage. Once per turn, the Killik can deal an
extra 7 (2d6) damage to a creature it hits with a
weapon attack if that creature is within 30 feet of an
ally of the Killik that isn't incapacitated
Strong-Legged. When the Killik makes a long jump, it can
leap up to 36ft. When the Killik makes a high jump it
can leap up to 11 ft in the air
Telepathy. The Killik can communicate telepathically with
creatures within 30 ft. It must share a language with
the target in order to communicate in this way.
ACTIONS
Multiattack. The Killik makes two weapon attacks.

Slugthrower Ranged Weapon Attack. +6 to hit, range


100/400, one target. Hit 7 (1d8+4) energy damage.
Vibropike Melee Weapon Attack: +6 to hit, reach 10ft., one
target. Hit 9 (1d10 + 4)

91
KILLIK GOROG ASSASSIN
Medium sentient creature (Killik), lawful balanced
KILLIK AEBEA FLYER
Small sentient creature (Killik), lawful balanced Armor Class 16 (hardened carapace)
Hit Points 31 (6d8+0)
Armor Class 16 (hardened carapace) Speed 30ft.
Hit Points 44 (8d8+8)
Speed 30ft., y 40ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1) Condition Immunities charmed, frightened
Skills Lore + 4, Perception +8, Stealth +7
Condition Immunities charmed, frightened Senses passive Perception 18
Skills Lore + 4, Perception +8, Stealth +5 Languages Galactic Basic, Killik
Senses passive Perception 18 Challenge 4 (1,100 XP)
Languages Galactic Basic, Killik
Challenge 4 (1,100 XP) Cunning Action. On each of The Killik's turns, it can use a
bonus action to take the Dash, Disengage, or Hide
Aggressive. As a bonus action, the Killik can move up to action.
its speed toward a hostile creature it can see.
Hive Mind. Killiks share a Hive Mind and use a mixture of
Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate
telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind
with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is
communication has a range of 1 kilometer and is extended by this amount as long as there is a member
extended by this amount as long as there is a member of the hive within range.
of the hive within range. Hive Tactics. The Killik has advantage on an attack roll
Hive Tactics. The Killik has advantage on an attack roll against a creature if at least one of the hive is within 30
against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.
ft. of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The Assassin deals an extra 14
Strong-Legged. When the Killik makes a long jump, it can (4d6) damage when it hits a target with a weapon
leap up to 36ft. When the Killik makes a high jump it attack and has advantage on the attack roll, or when
can leap up to 11 ft in the air the target is within 5 feet of an ally of the Assassin that
isn't incapacitated and the Assassin doesn't have
Telepathy. The Killik can communicate telepathically with disadvantage on the roll.
creatures within 30 ft. It must share a language with
the target in order to communicate in this way. Assassinate. The Assassin has advantage on attack rolls
against any creature that hasn’t taken a turn in the
ACTIONS combat yet. Additionally, any hit you score against a
creature that is surprised is a critical hit.
Multiattack. The Killik makes two weapon attacks.
Strong-Legged. When the Killik makes a long jump, it can
Slugthrower Ranged Weapon Attack. +8 to hit, range leap up to 36ft. When the Killik makes a high jump it
100/400, one target. Hit 7 (1d8+3) energy damage. can leap up to 11 ft in the air.
Net (3/day). Ranged Weapon Attack: +5 to hit, range Telepathy. The Killik can communicate telepathically with
15ft.. A Large or smaller creature hit by a net is creatures within 30 ft. It must share a language with
restrained until it is freed. A net has no e ect on the target in order to communicate in this way.
formless or Huge or larger creatures. A creature can
use its action to make a DC 13 Strength check, freeing ACTIONS
itself or another creature within its reach on a success. Multiattack. The Killik makes two weapon attacks.
The net has an AC of 10, 5 hit points, and immunity to
all damage not dealt by melee weapons. Destroying Slugthrower Ranged Weapon Attack. +6 to hit, range
the net frees the creature without harming it and 100/400, one target. Hit 7 (1d8+3) energy damage.
immediately ends the net’s e ects. While a creature is
restrained by a net, you can make no further attacks Techblade. Melee Weapon Attack: +6 to hit, reach 5ft., one
with it. target. Hit 6 (1d6+3)

92
KILLIK REKKER
Large sentient creature (Killik), lawful balanced

Armor Class 15 (hardened carapace)


Hit Points 135 (18d8+54)
Speed 30ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

Condition Immunities charmed, frightened, stunned


Skills Athletics +6, Lore + 4, Perception +7,
Senses passive Perception 17
Languages Galactic Basic, Killik
Challenge 8 (3,900 XP)

Aggressive. As a bonus action, the Killik can move up to


its speed toward a hostile creature it can see.
Hive Mind. Killiks share a Hive Mind and use a mixture of
telepathy, pheromones and auras to communicate
with members of their hive. The Killik's hive mind
communication has a range of 1 kilometer and is
extended by this amount as long as there is a member
of the hive within range.
Hive Tactics. The Killik has advantage on an attack roll
against a creature if at least one of the hive is within 30
ft. of the creature and the ally isn't incapacitated.
Strong-Legged. When the Killik makes a long jump, it can
leap up to 44ft. When the Killik makes a high jump it
can leap up to 11 ft in the air
Telepathy. The Killik can communicate telepathically with
creatures within 30 ft. It must share a language with
the target in order to communicate in this way.
ACTIONS
Multiattack. The Killik makes three attacks.

Unarmed Strike Melee Weapon Attack: + to hit, reach 5ft.,


one target. Hit 15 (2d8+6) and the target is grappled.
Rend (1/turn). The killik tears apart a grappled opponent.
A grappled creature must make a DC 17 Strength
saving throw. On a failure, the creature takes 24
(4d8+6) kinetic damage and is stunned until the end of
the killik's next turn. On a success, the creature takes
normal weapon damage.

93
Despite their size and strength, the Leviathans only
LEVIATHANS have the cognitive intelligence and reasoning of a non-
The Leviathans are an ancient species of sentient pet. They regard all other beings and animals
bioengineered serpentine creatures created by fallen as prey to be devoured and lacks any form of
Dark Jedi during the Hundred-Year Darkness. Some intelligent speech. Instead, the Leviathans
sources speculate that they may have been created by communicate through grunts and roars. The Dark Jedi
Karness Muur; however, Sorzus Syn took credit for Baron Remulus Dreypa used a Sith amulet to direct
their creation in her chronicle. and control the Leviathans on Kesh. Even those not
Biology and Appearance. Leviathans are large, controlled by a master still pose a danger to other
carnivorous reptiles, created to roam the battle elds as beings. Several Leviathans on Corbos were known to
living superweapons and draw the life energies of hibernate for millennia and then emerge whenever
enemy soldiers into blister traps that dot their wide they sensed the presence of a large number of prey.
backs. They are hatched from eggs, and young History. This species was created during the
Leviathans appear serpentine with no limbs, eyes, or Hundred-Year Darkness and therefore predated the
even the species' signature blister traps. Despite this, Lords of the Sith and must have been created by dark-
Leviathans are aggressive towards other living side alchemy discovered independently from Sith
organisms even at this stage of their lives. As adults, Alchemy. For this reason, they can be more accurately
Leviathans develop into large bipedal creatures with referred to as "dark-side spawn." However, the term
four smaller forelimbs and two tentacles around the Sithspawn has become a popular phrase during much
jaws. The hide of an adult Leviathan is incredibly tough, of history. The Dark Jedi and future Sith priestess
and enables them to even travel through lava Sorzus Syn stated that her work creating Howler,
unscathed. Shambler, Pit Horror creatures eventual culminated in
During their adult stage, Leviathans also develop the creation of Leviathans. Her experiments with
several blister traps used to store the life energies of Leviathans would later help her master and improve
their prey. When they kill a being, they absorb all of the Sith Alchemy. One specimen, called Krespuckle the
victim's life force and knowledge. Even if a being is Ever-Hungry, became her personal favorite.
freed from the creature's blister traps, the victim is Leviathans were primarily created by the Exiles to
rapidly aged and weakened. Adult Leviathan can also reinforce the Dark Jedi armies towards the end of the
interfere with the Sense abilities of Force-sensitives, war. Following the Battle of Corbos in 6900 BBY,
causing the victim to hear screams, develop headaches Leviathans virtually disappeared from the galaxy. A
and trigger obsessive behavior centered around small remnant population managed to survive
making the pain stop. Adult Leviathans have long undetected on Corbos. Growing increasingly feral,
tentacles surrounding a gaping maw lled with rows of these survivors only emerged whenever colonists
long teeth, two sets of eyes—one atop the other—and attempted to establish themselves on the planet. In the
four nostrils in a similar arrangement. Leviathans are succeeding millennia, numerous groups of colonists
capable of projecting re, which help engender their would be wiped out, their disappearances considered a
fearsome reputation. While those Leviathans on mystery. Meanwhile, these Dark Jedi were exiled by the
Corbos had purple skin, their o shoots on Kesh had a Jedi Order into the Stygian Caldera where they forged
bluish-green hue to their skin. the Sith Empire. The Sith priestess Sorzus Syn also
Leviathans as a species are capable of hibernating established a laboratory where she grew several
for millennia but can be awakened when prey was Leviathan larvae.
around. Leviathans can be slain through sustained
lightsaber strikes. While their large size gives them an SEA LEVIATHAN
advantage over most other lifeforms in close-quarter The Sea Leviathan is an aquatic beast specially bred by
scenarios, Leviathans can also be destroyed by the Givin Vul Isen, a scientist of Darth Krayt's One Sith
concentrated re from turbolaser cannons and even Order, for life in the deep seas of the Outer Rim planet
Force lightning. As with many other sentient and non- of Dac. It is a creature of considerable length and mass,
sentient lifeforms, Leviathans can also be electrocuted. having pectoral ns that were on either side near its
Behavior. Despite its massive girth, the Leviathan chin, as well as a taloned caudal n for propelling itself
has incredible speed and is capable of outrunning its through the waters.
prey. The beast actively hunts its prey, and when it The Sea Leviathan has a gaping maw lled with rows
traps them within its tendrils, the blister traps resonate of long teeth. Like its terrestrial cousin, it has two sets
with a bright blue aura as it begins to drain the life of yellow eyes and four nostrils. The Sea Leviathan has
energy and knowledge of its prey. The Leviathan hunts a green hide. Cranial horns are situated on either side
a diverse range of species including Humans, Rodians, of its face and head, which give way to the rows of
Keshiri, S'kytri and even non-sapient creatures like blister pods that begin at the creature's neck and
uvaks. After digesting the life essences of their prey, continue down the length of its entire body. The pods
the Leviathans also absorb their knowledge and serve as siphons of life-energy, as well as being the Sea
intelligence, which can be accessed by whoever Leviathan's primary means of attack.
controlls them. Should the beast be directly attacked
by other beings, the Leviathan relies on its mass, teeth,
and tendrils for self-defense.

94 Villains
History. Sea Leviathans are not a natural occurrence,
but are instead a variation of the terrestrial Leviathan
Behavior. Despite its considerable girth, the Sea that was created through alchemical practices
Leviathan has incredible speed; it is often able to out- millennia before by the exiled Dark Jedi of the
swim its prey and is even able to keep pace with Hundred-Year Darkness. In accordance with Darth
underwater attack craft. The beast actively hunts its Krayt's ordered extermination of the Mon Calamari
prey, and when in close proximity, the blister pods species, Sith scientist Vul Isen engineered a semi-
resonate with a sickly green aura as they began to sentient beast that was not only indulgent upon the life
drain the life of the intended target. Due to Vul Isen's energy of its victims but was also able to assimilate
special engineering, however, the Sea Leviathan only their sentience as well. Each absorbed life allowed the
activated its blister pods when hunting Mon Calamari Sea Leviathan to think more like a Mon Calamari; it
and did not use them when combating other sentient then instinctively located them in their dwellings and
or non-sentient species. Should the beast be attacked commenced massacring them in kind. The power of
by other creatures or beings, it relied only on its size, the Force was required to bring the beast to life.
speed, and teeth as a means of defense. Through their mastery of the dark side, Vul Isen and his
colleague, the Quarren Sith Lord Darth Azard,
imprinted parts of their own consciousness onto the
Sea Leviathan's mind to awaken it from its vegetative
slumber.

Villains 95
LEVIATHAN Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one
Gargantuan aberration (sithspawn), chaotic evil target. Hit: 23 (3d8 + 10) kinetic damage. If the target is a
Large or smaller creature grappled by the leviathan, that
Armor Class 21 (natural armor) creature is swallowed, and the grapple ends. A
Hit Points 463 (25d20+200) swallowed creature is blinded and restrained, it has total
cover against attacks and other e ects outside the
Speed 50 ft., burrow 30 ft., climb 40 ft.
leviathan, and it takes 21 (6d6) acid damage at the start
of each of the leviathan's turns. If the leviathan takes 50
damage or more on a single turn from a creature inside
STR DEX CON INT WIS CHA
it, the leviathan must succeed on a DC 26 Constitution
30 (+10) 12 (+1) 27 (+8) 3 (-4) 18 (+4) 22 (+6) saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within
Saving Throws Str +18, Con +16 10 feet of the leviathan. If the leviathan dies, a
Skills Athletics +18, Survival +12, Intimidation +14 swallowed creature is no longer restrained by it and can
escape from the corpse by using 15 feet of movement,
Damage Resistances necrotic
exiting prone.
Damage Immunities re, unenhanced kinetic
Condition Immunities frightened, paralyzed, poisoned Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one
Senses blindsight 60 ft., truesight 120 ft., passive target. Hit: 20 (3d6 + 10) kinetic damage, and the target
Perception 14 is grappled (escape DC 18). Until this grapple ends, the
Languages Sith (does not speak) target is restrained. The leviathan has two tentacles,
Challenge 25 (75,000 XP) each of which can grapple one target.
Frightful Presence. Each creature of the leviathan's choice
Gargantuan Strength. The leviathan's melee weapon attacks that is within 120 feet of the leviathan and aware of it
are considered enhanced. must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Legendary Resistance (3/Day). If the leviathan fails a saving
the saving throw at the end of each of its turns, ending
throw, it can choose to succeed instead. the e ect on itself on a success. If a creature's saving
Nightmare of the Force. The leviathan's thoughts and throw is successful or the e ect ends for it, the creature
location can't be discerned by the Force. Any creature is immune to the leviathan's Frightful Presence for the
who would use the Force to sense the leviathan in any next 24 hours.
way must make a DC 18 Wisdom saving throw or take 14 Fire Breath (Recharge 5-6). The leviathan exhales re in a 90-
(4d6) psychic damage and be deafened by the sound of foot cone. Each creature in that area must make a DC 24
phantom screams in their mind for the next minute. Dexterity saving throw, taking 91 (26d6) re damage on
While deafened, the Force-user takes an additional 14 a failed save, or half as much damage on a successful
(4d6) psychic damage at the start of each of their turns, one.
and they may remake the saving throw as an action in
order to end the e ect. LEGENDARY ACTIONS
Siege Monster. The leviathan deals double damage to The leviathan can take 3 legendary actions, choosing
objects and structures. from the options below. Only one legendary action
option can be used at a time and only at the end of
Sith-born. Dark forcecasters and Sith (species) have another creature's turn. The leviathan regains spent
advantage on Animal Handling checks against legendary actions at the start of its turn.
leviathans.
Tentacle. The leviathan makes a tentacle attack.
ACTIONS
Multiattack. The leviathan can use its Frightful Presence. It Life Drain (Costs 2 Actions). Each creature grappled by the
then makes three attacks: one with its bite and two with leviathan takes 21 (6d6) necrotic damage, and the
its claws. leviathan regains hit points equal to the total damage
dealt to all targets. If this damage reduces a creature to
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one 0 hit points, the leviathan kills the target by extracting
target. Hit: 17 (2d6 + 10) kinetic damage. and absorbing its life force, gaining all its knowledge and
memories. Killing the leviathan frees all its captive life
forces. This attack does not a ect droids.

96 Villains
SEA LEVIATHAN Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one
Gargantuan aberration (sithspawn), chaotic evil target. Hit: 23 (3d8 + 10) kinetic damage plus 9 (2d8)
necrotic damage. If the target is a Huge or smaller
Armor Class 21 (natural armor) creature, it is grappled (escape DC 18). Until this grapple
Hit Points 463 (25d20+200) ends, the target is restrained, and the leviathan can only
bite the grappled target and has advantage on attack
Speed swim 90 ft.
rolls to do so.
Frightful Presence. Each creature of the leviathan's choice
STR DEX CON INT WIS CHA that is within 120 feet of the leviathan and aware of it
30 (+10) 14 (+2) 27 (+8) 5 (-3) 18 (+4) 20 (+5) must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Saving Throws Str +18, Con +16 the e ect on itself on a success. If a creature's saving
Skills Athletics +18, Survival +12, Intimidation +13 throw is successful or the e ect ends for it, the creature
Damage Resistances necrotic, re is immune to the leviathan's Frightful Presence for the
Damage Immunities acid, unenhanced kinetic next 24 hours.
Condition Immunities frightened, paralyzed, poisoned
Lightning Storm. The leviathan creates three bolts of
Senses blindsight 60 ft., truesight 120 ft., passive
lightning from its blister pods, each of which can strike a
Perception 14 target the leviathan can see within 120 feet of it. A target
Languages Sith (does not speak) must make a DC 23 Dexterity saving throw, taking 11
Challenge 25 (75,000 XP) (2d10) lightning damage plus 11 (2d10) necrotic damage
on a failed save, or half as much damage on a successful
Blister Pods. The leviathan regains hit points equal to any one. If a target would take 0 lightning damage from this
necrotic damage dealt by its attacks to living creatures. If attack, they do not take any necrotic damage from it
this damage reduces a living creature to 0 hit points, the either.
leviathan kills the creature by extracting and absorbing
Tidal Wave (Recharge 6). While submerged, the leviathan
its life force, gaining all its knowledge and memories.
creates a wall of water centered on itself. The wall is up
Killing the leviathan frees all its captive life forces.
to 250 feet long, up to 250 feet high, and up to 50 feet
Gargantuan Strength. The leviathan's melee weapon attacks thick. When the wall appears, all other creatures within
are considered enhanced. its area must each make a DC 23 Strength saving throw.
A creature takes 33 (6d10) kinetic damage on failed save,
Legendary Resistance (3/Day). If the leviathan fails a saving or half as much damage on a successful one. At the start
throw, it can choose to succeed instead. of each of the leviathan's turns after the wall appears,
the wall, along with any other creatures in it, moves 50
Nightmare of the Force. The leviathan's thoughts and
feet away from the leviathan. Any Huge or smaller
location can't be discerned by the Force. Any creature
creature inside the wall or whose space the wall enters
who would use the Force to sense the leviathan in any
when it moves must succeed on a DC 23 Strength saving
way must make a DC 18 Wisdom saving throw or take 14
throw or take 27 (5d10) kinetic damage. A creature takes
(4d6) psychic damage and be deafened by the sound of
this damage no more than once on a turn. At the end of
phantom screams in their mind for the next minute.
each turn the wall moves, the wall's height is reduced by
While deafened, the Force-user takes an additional 14
50 feet, and the damage creatures take from the wall on
(4d6) psychic damage at the start of each of their turns,
subsequent rounds is reduced by 1d10. When the wall
and they may remake the saving throw as an action in
reaches 0 feet in height, the e ect ends. A creature
order to end the e ect.
caught in the wall can move by swimming. Because of
Siege Monster. The leviathan deals double damage to the force of the wave, though, the creature must make a
objects and structures. successful DC 23 Strength (Athletics) check to swim at all
during that turn.
Sith-born. Dark forcecasters and Sith (species) have
advantage on Animal Handling checks against LEGENDARY ACTIONS
leviathans. The leviathan can take 3 legendary actions, choosing
Water Breathing. The leviathan can breathe only from the options below. Only one legendary action
underwater. option can be used at a time and only at the end of
another creature's turn. The leviathan regains spent
ACTIONS legendary actions at the start of its turn.
Multiattack. The leviathan can use its Frightful Presence. It Bite. The leviathan makes a bite attack.
then makes two attacks: one with its bite and one with
its tail. Tail. The leviathan makes a tail attack.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one Lightning Storm (Costs 2 Actions). The leviathan uses
target. Hit: 26 (3d10 + 10) kinetic damage. Lightning Storm.

Villains 97
THE MANDO'ADE
The Mandalorians—known in Mando'a as the
Mando'ade, or "Children of Mandalore"—were a
nomadic group of clan-based people consisting of
members from multiple species and multiple genders,
all bound by a common culture. Every Mandalorian
was combat trained and they could band together into
an army on short notice.
History. In their early years, Mandalorian culture
revolved around battle, with war being a source of
honor and pride in their community. The leader of the
Mandalorians was known as the Mand'alor, translating
to "Sole Ruler" and was rendered as "Mandalore" in
Basic. Throughout their history, the Mandalorians were
frequently allied with the Sith, perhaps most notably
the Sith Lord Exar Kun, and held a certain distrust and
general dislike for the Jedi Order. However, they would
not hesitate to cooperate with the Jedi if a partnership
between the two groups was mutually bene cial. In
later years, the Mandalorians moved away from their
obsessively war-like and conqueror ways and instead,
most became bounty hunters and mercenaries, selling
their skills to various individuals and factions in the
galaxy. The Mandalorian Protectors sided with the
Rebel Alliance and the New Republic.
Six Actions. These six tenets de ned what it meant
to be a Mandalorian: 1) wearing armor, 2) speaking the
Mandalorian language, 3) defending oneself along with
one's family, 4) contributing to the welfare of your clan,
5) rallying to the Mand'alor when summoned, and 6) MANDALORIAN INITIATE
raising one's children in the Mandalorian ways. Medium humanoid, lawful neutral
Armor. Known as beskar'gam, meaning "iron skin,"
Mandalorian armor not only provided protection for Armor Class 16 (weave armor)
the wearer, but a common visual identity for any and Hit Points 33 (6d8+6)
all Mandalorians, regardless of species or gender. Speed 30ft
The speci c design of Mandalorian armor evolved
over time, gaining more sophisticated features over
the years. However, one of the armor's most lasting STR DEX CON INT WIS CHA
features was the T-shaped visor that adorned the 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 11 (+0)
helmet's face across its various incarnations.
Numerous materials were employed in the creation of Saving Throws Dexterity +5
Mandalorian armor through the millennia, from alum Skills Perception +4, Survival +4
and durasteel, to stygian-triprismatic polymer and the Senses darkvision 60 ft, passive Perception 14
nearly indestructible beskar iron. While sets of armor Languages Galactic Basic, Mando'a
were often passed down from one generation to the Challenge 2 (450 XP)
next, beskar armor was considered the most valuable.
The appearance of a Mandalorian's armor was largely Agressive. As a bonus action, the initiate can move up to
up to the individual, being customized with di erent its speed toward a hostile creature that it can see.
colored paint schemes, clan and unit sigils, Keen Hearing and Sight. The initiate has advantage on
personalized glyphs, or other marking patterns. Wisdom (Perception) checks that rely on hearing or
sight.
Mandalorian Tech. The initiate deals one extra die of
damage with its weapons (included).
Adding beskar armor ACTIONS
To simulate Beskar'gam, add the Regulated Multiattack. The initiate soldier makes two weapon
armor property to any statblock. attacks.
Regulated: When you are wearing armor or wielding
a shield with the regulated property and a creature Blaster Carbine. Ranged Weapon Attack: +5 Bonus to hit,
rolls the maximum on a weapon damage die against range 100/400 ft, one target. Hit: 10 (2d6+3) energy
you, they must reroll and use the new roll, even if damage.
the new roll is the maximum on the weapon Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
damage die. target. Hit: 10 (2d6+3) kinetic damage.

98 The Mando'ade
MANDALORIAN SCOUT MANDALORIAN SOLDIER
Medium humanoid, Lawful Neutral Medium humanoid, lawful neutral

Armor Class 16 (mesh armor, light shield generator) Armor Class 17 (weave armor, light shield generator)
Hit Points 39 (7d8+6) Hit Points 59 (9d8+18)
Speed 30ft Speed 30ft

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

Saving Throws Dexterity +5 Saving Throws Strength +4, Dexterity +5


Skills Acrobatics +5, Nature +5, Perception +5, Skills Athletics +4, Perception +4, Survival +4
Piloting +4, Stealth +5, Survival +5 Senses darkvision 60 ft, passive Perception 11
Senses darkvision 60 ft, passive Perception 15 Languages Galactic Basic, Mando'a
Languages Galactic Basic and Mando'a Challenge 4 (1,100 Xp)
Challenge 2 (450 XP)
Aggressive. As a bonus action, the soldier can move up
Aggressive. As a bonus action, the scout can move up to to its speed toward a hostile creature that it can see.
its speed toward a hostile creature that it can see.
Brave. The captain has advantage on saving throws
Keen Hearing and Sight. The scout has advantage on against being frightened.
Wisdom (Perception) checks that rely on hearing or Keen Hearing and Sight. The soldier has advantage on
sight. Wisdom (Perception) checks that rely on hearing or
Mandalorian Tech. The scout deals one extra die of sight.
damage with its weapons (included). Mandalorian Tech. The soldier deals one extra die of
ACTIONS damage with its weapons (included).
Multiattack. The scout makes two weapon attacks and ACTIONS
throws an electrostun grenade, if available. Multiattack. The soldier makes two weapon attacks and
throws a fragmentation grenade, if available.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range
40/160 ft., one target. Hit: 10 (2d6+3) energy damage. Blaster Rifle. Ranged Weapon Attack: +5 Bonus to hit, range
Hidden blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 100/400 ft, one target. Hit: 12 (2d8+3) energy damage.
one target. Hit: 8 (2d4+3) kinetic damage. Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Electrostun Grenade (3/Day). The scout throws a grenade, target. Hit: 13 (2d10+2) kinetic damage.
choosing a point within 35 ft. Each creature within 10 Fragmentation Grenade (3/Day). The soldier throws a
feet must make a DC 13 Dexterity saving throw. A grenade, choosing a point within 40 ft. Each creature
creature takes 3 (1d6) lightning damage on a failed within 10 feet must make a DC 13 Dexterity saving
save, or half as much as on a successful one. throw. A creature takes 7 (2d6) kinetic damage on a
Additionally, on a failed save, the creature is stunned failed save, or half as much as on a successful one.
until the end of its next turn.

The Mando'ade 99
MANDALORIAN COMMANDO
Medium humanoid, lawful neutral

Armor Class 18 (weave armor, light shield generator)


Hit Points 72 (11d8+22)
Speed 30ft, y 30ft

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

Saving Throws Dexterity +7, Wisdom +6


Skills Acrobatics +5, Perception +6, Piloting +4,
Stealth +7, Survival +6
Senses darkvision 60 ft, passive Perception 16
Languages Galactic Basic and Mando'a
Challenge 5 (1,800 Xp)

Aggressive. As a bonus action, the commando can move


up to its speed toward a hostile creature that it can
see.
Brave. The commando has advantage on saving throws
against being frightened.
Keen Hearing and Sight. The commando has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Jetpack. Activating or deactivating the jetpack requires a
bonus action and, while active, the commando has a
ying speed of 30 feet. The jetpack lasts for a
maximum of 10 minutes.
Mandalorian Tech. The commando deals one extra die of
damage with its weapons (included).
Moderately Armored. While wearing medium armor, the
commando adds 3, rather than 2, to its AC (included).
ACTIONS
Multiattack. The commando makes two weapon attacks
and res a jetpack rocket or uses their wrist amer, if
available.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range


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

100 The Mando'ade


MANDALORIAN INFILTRATOR Mandalorian Tech. The in ltrator deals one extra die of
Medium humanoid, lawful neutral damage with its weapons (included in the attack).
Sneak Attack (1/Turn). The in ltrator deals an extra 14 (4d6)
Armor Class 17 ( ber armor) damage when it hits a target with a weapon attack and
Hit Points 85 (13d8+26) has advantage on the attack roll, or when the target is
Speed 30ft within 5 feet of an ally of the in ltrator that isn't
incapacitated and the in ltrator doesn't have
disadvantage on the roll.
STR DEX CON INT WIS CHA
Tech-Casting. The in ltrator is a 5th-level techcaster. Its
13 (+1) 20 (+5) 14 (+2) 16 (+3) 18 (+4) 11 (+0) techcasting ability is Intelligence (power save DC 14, +6
to hit with tech attacks) and it has 23 tech points.
Saving Throws Dexterity +8, Wisdom +7 The in ltrator knows the following tech powers:
Skills Acrobatics +8, Perception +7, Stealth +8, Survival
+7 At will: assess the situation, combustive shot, encrypted
Senses darkvision 60 ft, passive Perception 17 message, minor hologram, rime shot
Languages Galactic Basic and Mando'a 1st level: alarm, element of surprise, gleaming outline, smoke
Challenge 6 (2,300 Xp) cloud
2nd level: concealed caltrop, infiltrate, smuggle
Ambusher. The in ltrator has advantage on attack rolls 3rd level: invisibility to cameras
against any creature it has surprised. ACTIONS
Brave. The captain has advantage on saving throws Multiattack. The in ltrator makes two weapon attacks.
against being frightened.
Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 150/600
Cunning Action. On each of its turns, the in ltrator can use ft., one target. Hit: 18 (2d12+5) energy damage.
a bonus action to take the Dash, Disengage, or Hide
action. Hidden blade. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (2d4+5) kinetic damage.
Keen Hearing and Sight. The scout has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.

The Mando'ade 101


MANDALORIAN HEAVY GUNNER MANDALORIAN ENFORCER
Medium humanoid, lawful neutral Medium humanoid, lawful neutral

Armor Class 17 (composite armor) Armor Class 19 (composite armor, medium shield
Hit Points 91 (14d8+28) generator)
Speed 30ft Hit Points 136 (16d8+64)
Speed 30ft

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 11 (+0)
18 (+4) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
Saving Throws Dexterity +7, Constitution +6
Skills Athletics +5, Perception +5, Survival +5 Saving Throws Strength +7, Constitution +6
Senses darkvision 60 ft, passive Perception 15 Skills Athletics +7, Intimidation (Strength) +7,
Languages Galactic Basic, Mando'a Perception +5, Survival +5
Challenge 7 (2,900 Xp) Senses darkvision 60 ft, passive Perception 15
Languages Galactic Basic, Mando'a
Aggressive. As a bonus action, the heavy gunner can Challenge 6 (2,300 XP)
move up to its speed toward a hostile creature that it
sees. Aggressive. As a bonus action, the enforcer can move up
to its speed toward a hostile creature that it can see.
Brave. The captain has advantage on saving throws
against being frightened. Brave. The enforcer has advantage on saving throws
against being frightened.
Mandalorian Tech. The heavy gunner deals one extra die
of damage with its weapons (included). Mandalorian Tech. The enforcer deals one extra die of
damage with its weapons (included).
ACTIONS
Multiattack. The heavy gunner makes two attacks with
ACTIONS
its blaster cannon or bash. Multiattack. The enforcer makes two vibroblade attacks
and one shield bash.
Blaster cannon burst. The heavy gunner sprays a 10-foot-
cube area within range (range 100/400) with shots. Vibroblade. Ranged Weapon Attack: +7 to hit, reach 5 ft.,
Each creature in the area must make a DC 15 Dexterity one target. Hit: 13 (2d8+4) kinetic damage.
saving throw, taking 17 (2d12+4) energy damage on a
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
failed save, or half as much on a successful one.
one target. Hit: 9 (2d4+4) kinetic damage. If the target
Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one is a Medium or smaller creature, it must succeed on a
target. Hit: 7 (2d4+2) kinetic damage. DC 15 Strength saving throw or be knocked prone.
REACTIONS
Intercept. When a creature the enforcer sees attacks a
target other than itself that is within 5 feet of itself, it
can use its reaction to impose disadvantage on the
attack roll.

102 The Mando'ade


MANDALORIAN CAPTAIN
Medium humanoid, lawful neutral Keen Hearing and Sight. The captain has advantage on
Wisdom (Perception) checks that rely on hearing or
Armor Class 18 (composite armor) sight.
Hit Points 150 (20d8+60) Jetpack. Activating or deactivating the jetpack requires a
Speed 30ft, y 30 ft bonus action and, while active, the captain has a ying
speed of 30 feet. The jetpack lasts for a maximum of 10
minutes.
STR DEX CON INT WIS CHA
Mandalorian Tech. The captain deals one extra die of
14 (+2) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+3)
damage with its weapons (included).

Saving Throws Dexterity +8, Wisdom +8 Moderately Armored. While wearing medium armor, the
Skills Acrobatics +8, Intimidation +7, Perception +8, captain adds 3, rather than 2, to its AC (included) and no
Persuasion +7, Survival +8 longer has disadvantage on Dexterity (Stealth) checks.
Condition Immunities charmed, frightened Two Weapon Mastery. The captain adds it's ability modi er
Senses darkvision 60 ft, passive Perception 18 to two-weapon ghting damage. Additionally the captain
Languages Galactic Basic, Mando'a gains a +1 bonus to AC while wielding a separate
Challenge 11 (7,200 XP) weapon in each hand (included).
ACTIONS
Aggressive. As a bonus action, the captain can move up to
its speed toward a hostile creature that it can see. Multiattack. The captain makes three weapon attacks with
its heavy pistol and can make two o hand heavy pistol
Brave. The captain has advantage on saving throws attacks as a bonus action, or res a jetpack rocket and
against being frightened. uses their wrist missile or wrist amer, if available.
Close Quarters Shooter. Creatures provoke an opportunity Heavy pistol. Ranged Weapon Attack: +8 to hit, range 40/160
attack when they move to within 15 feet of the captain, ft., one target. Hit: 13 (2d8+4) energy damage.
and it can use its blaster weapons when making
opportunity attacks. Offhand Heavy pistol. Ranged Weapon Attack: +8 to hit, range
40/160 ft., one target. Hit: 13 (2d8+4) energy damage.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +8 to hit,
range 100/400 ft., one target. Hit: 14 (3d6+4) kinetic
damage, and each creature within 10 feet must make a
DC 13 Dexterity saving throw, taking 3 (1d6) kinetic
damage on a failed save, or half on a successful save.
Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-
foot wide line must make a DC 13 Dexterity saving
throw, taking 4 (1d8) re damage or half as much on a
successful one. The re spreads around corners and
ignites ammable objects in the area that aren’t being
worn or carried.
Wrist Missile (3/Day) Ranged Weapon Attack: +8 to hit, range
120 ft., one target. Hit: 11 (2d6+4) kinetic damage, and
each creature within 5 feet must make a DC 13 Dexterity
saving throw, taking 3 (1d6) kinetic damage on a failed
save, or half on a successful save.
REACTIONS
Leadership. (Recharges after a Short or Long Rest). The
captain can utter a special command or warning
whenever a non-hostile creature that it can see within 30
feet of it makes an attack roll or a saving throw. The
creature can add a d6 to its roll provided it can hear and
understand the captain. A creature can bene t from
only one Leadership die at a time.

The Mando'ade 103


MANDALORIAN PYROTECH Tactical Technology. When the mandalorian casts a tech
Medium humanoid, lawful neutral power that causes damage or that forces other
creatures to make a saving throw, it can choose itself
Armor Class 19 (composite armor, light shield and any number of allies to be immune to the damage
caused by the power and to succeed on the required
generator)
saving throw.
Hit Points 117 (18d8+36)
Speed 30ft, y 30 ft Tech-Casting. The mandalorian is a 10th-level techcaster.
Its techcasting ability is Intelligence (power save DC 16,
+8 to hit with tech attacks) and it has 44 tech points.
STR DEX CON INT WIS CHA
The mandalorian knows the following tech powers:
13 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)
At will: assess the situation, combustive shot, jet of flame
1st level: energy shield, flame sweep, oil slick, ring of fire
Skills Perception +7, Survival +7, Technology +8 2nd level: electromesh, magnetic field, overheat, pyrotechnics
Saving Throws Dexterity +7, Intelligence +8 3rd level: explosion, flaming shots, kolto cloud, sabotage
Damage Resistance re charges, tech overide
Condition Immunities charmed, frightened 4th level: ballistic shield, elemental accelerant
Senses darkvision 60 ft, passive Perception 17 5th level: immolate
Languages Galactic Basic and Mando'a
Challenge 10 (5,900 Xp) Technological Advantage. Once per turn, the engineer can
deal an extra 7 (2d6) damage to a creature it hits with a
Aggressive. As a bonus action, the mandalorian can move damaging tech attack if that target is within 5 feet of an
ally of the engineer and that ally isn't incapacitated.
up to its speed toward a hostile creature that it can see.
Keen Hearing and Sight. The mandalorian has advantage on
ACTIONS
Wisdom (Perception) checks that rely on hearing or Multiattack. The mandalorian makes one weapon attack
sight. with its blaster carbine or tech blast.
Jetpack. Activating or deactivating the jetpack requires a Blaster carbine. Ranged Weapon Attack: +6 to hit, range
bonus action and, while active, the mandalorian has a 60/240 ft., one target. Hit: 10 (2d6+3) energy damage.
ying speed of 30 feet. The jetpack lasts for a maximum
of 10 minutes. Tech Blast. Ranged Weapon Attack: +6 to hit, range 30 ft.,
one target. Hit: 13 (2d8+4) energy damage.
Mandalorian Tech. The mandalorian deals one extra die of
damage with its weapons (included).
Moderately Armored. While wearing medium armor, the
artiste adds 3, rather than 2, to its AC and no longer has
disadvantage on Dexterity (Stealth) checks.
Personal Barrier. The mandalorian has a personal barrier
that has 10 hit points. Whenever the mandalorian takes
damage, the barrier takes the damage instead, if the
damage reduces the barrier to 0 hit points, the
mandalorian takes the remaining damage. Whenever
the mandalorian casts a tech power of 1st level or
higher, the barrier regains hit points equal to the
number of tech points spent. The barrier cannot exceed
20 total hit points.

104 The Mando'ade


MANDALORIAN EXPLOSIVES Mandalorian Tech. The artiste deals one extra die of
ARTISTE damage with its weapons (included).
Medium humanoid, lawful neutral Moderately Armored. While wearing medium armor, the
heavy gunner adds 3, rather than 2, to its AC (included).
Armor Class 17 (mesh armor, light shield generator) Tactical Technology. When the artiste casts a tech power
Hit Points 137 (21d8+42) that causes damage or that forces other creatures to
Speed 30ft, y 30 ft make a saving throw, it can choose itself and any
number of allies to be immune to the damage caused by
the power and to succeed on the required saving throw.
STR DEX CON INT WIS CHA
Tech-Casting. The artiste is a 8th-level techcaster. Its
12 (+1) 20 (+5) 14 (+2) 20 (+5) 17 (+3) 15 (+2)
techcasting ability is Intelligence (power save DC 18, +10
to hit with tech attacks) and it has 37 tech points.
Saving Throws Dexterity +10, Intelligence +10.
Wisdom +8 The artiste knows the following tech powers:
Skills Acrobatics +10, Deception +7, Investigation +8, At will: assess the situation, on/off
Perception +8, Piloting +10, Sleight of Hand +10, 1st level: element of surprise, energy shield, flash, homing
Survival +8, Stealth +10, Technology +10 rockets, smoke cloud, spot the weakness, stack the deck,
Condition Immunities charmed, frightened tranquilizer
Senses darkvision 60 ft, passive Perception 18 2nd level: concealed caltrops, detect traps, electromesh,
Languages Galactic Basic and Mando'a magnetic field, overheat, shatter
Challenge 12 (8,400 Xp) 3rd level: debilitating gas, diminish tech, explosion, fabricate
trap, kolto cloud, sabotage charges, scramble interface
Aggressive. As a bonus action, the artiste can move up to 4th level: salvo, sensor probe
its speed toward a hostile creature that it can see.
Two Weapon Mastery. The artiste adds it's ability modi er
Explosives Expert. As a bonus action, the artiste throw a to two-weapon ghting damage. Additionally the captain
grenade. Additionally the artiste's explosives deal two gains a +1 bonus to AC while wielding a separate
extra die of damage and the DC increases by 2 (included weapon in each hand (included).
in the attack). ACTIONS
Keen Hearing and Sight. The artiste has advantage on Multiattack. The artiste makes one weapon attack with its
Wisdom (Perception) checks that rely on hearing or blaster pistol, one o hand blaster pistol attack and
sight. throws a grenade or res a jetpack rocket, if available.
Jetpack. Activating or deactivating the jetpack requires a
Blaster pistol. Ranged Weapon Attack: +10 to hit, range
bonus action and, while active, the artiste has a ying
40/160 ft., one target. Hit: 12 (2d6+5) energy damage.
speed of 30 feet. The jetpack lasts for a maximum of 10
minutes. Offhand Blaster pistol. Ranged Weapon Attack: +10 to hit,
Legendary Resistance (3/Day). If The artiste fails a saving range 40/160 ft., one target. Hit: 12 (2d6+5) energy
damage.
throw, he can choose to succeed instead.
Fragmentation Grenade (6/Day). The artiste throws a
grenade, choosing a point within 35 ft. Each creature
within 10 feet must make a DC 15 Dexterity saving
throw. A creature takes 14 (4d6) kinetic damage on a
failed save, or half as much as on a successful one.

Paint Grenade (4/Day). The artiste throws a grenade lled


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

The Mando'ade 105


MANDALORIAN HUNTER ACTIONS
Medium humanoid, lawful neutral
Multiattack. The Hunter makes three weapon attacks and
uses its whistling birds, wrist amer, wire restraint, or
Armor Class 18 (composite armor) throws a detonator.
Hit Points 112 (15d8+45)
Speed 30ft, y 30 ft Sniper Rifle. Ranged Weapon Attack: +11 Bonus to hit, range
150/600 ft, one target. Hit: 19 (2d12+6) energy damage.

STR DEX CON INT WIS CHA Heavy Pistol. Ranged Weapon Attack: +11 to hit, range
40/160 ft., one target. Hit: 15 (2d8+6) energy damage.
15 (+2) 22 (+6) 16 (+3) 18 (+4) 20 (+5) 14 (+2)
Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Saving Throws Dexterity +11, Wisdom +10 one target. Hit: 11 (2d4+6) kinetic damage.
Skills Acrobatics +11, Insight +10, Perception +10, Thermal detonator. (3/Day). The Hunter throws a grenade,
Piloting +9, Stealth +11, Survival +10 at a point within 40 ft. Each creature within 10 feet must
Damage Resistances kinetic and energy damage from make a DC 14 Dexterity saving throw. A creature takes 7
unenhanced weapons (2d6) re and 7 (2d6) kinetic damage on a failed save, or
Condition Immunities charmed, frightened half as much as on a successful one.
Senses darkvision 60 ft, passive Perception 20 Whistling Birds (4/Day) The hunter shoots 3 explosives
Languages Galactic Basic, Mando'a from its wrist launcher. Each explosive hits a creature
Challenge 14 (11,500 XP) that it can see within range. Each explosive deals 3
(1d4+1) re damage to its target. The explosives all strike
Aggressive. As a bonus action, the Hunter can move up to simultaneously, and can hit one creature or several.
its speed toward a hostile creature that it can see.
Wire Restraint. The Hunter uses its wire restraint on one
Brave. The Hunter has advantage on saving throws creature within range. Ranged Weapon Attack: +11 to hit,
against being frightened. range 30 ft., one target. On a hit the target is grappled.
On the targets turn, it can use a it's action to make a DC
Close Quarters Shooter. When the Hunter attacks, it can 15 Strength check to break the wire.
choose to make ranged weapon attacks without its
pro ciency bonus, it can then use a bonus action to Wrist Flamer (3/Day). Each creature in a 15-foot cone or 5-
make an additional ranged weapon attack, also without foot wide line must make a DC 13 Dexterity saving
its pro ciency bonus. throw, taking 4 (1d8) re damage or half as much on a
successful one. The re spreads around corners and
Mandalorian Tech. The artiste deals one extra die of ignites ammable objects in the area that aren’t being
damage with its weapons (included). worn or carried.
Moderately Armored. While wearing medium armor, the
heavy gunner adds 3, rather than 2, to its AC (included)
and no longer has disadvantage on Dexterity (Stealth)
checks.
Jetpack. Activating or deactivating the jetpack requires a
bonus action and, while active, the Hunter has a ying
speed of 40 feet. The jetpack lasts for a maximum of 10
minutes.
Keen Hearing and Sight. The Hunter has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Ranger's Quarry. The Hunter chooses a creature that it can
see within 90 feet and marks it as their quarry. For the
next 10 minutes. once per round it deals 4 (1d8)
additional damage to its quarry, of the same type as the
weapon used. Additionally the Mandalorian has
advantage on any Wisdom (Perception) or Wisdom
(Survival) check made to nd its quarry while it’s on the
same planet.
Legendary Resistance (3/Day). If The Mandalorian fails a
saving throw, he can choose to succeed instead.
Sharpshooter. The Hunter's ranged attacks ignore half
cover and three-quarters cover and attacking at long
range no longer imposes disadvantage on its ranged
weapon attack rolls.

106 The Mando'ade


The Mando'ade 107
MAND'ALOR PRE VIZSLA
Pre Vizsla was the leader of the terrorist Mandalorian
Mand'alor, rendered as Mandalore in Galactic Basic,
faction known as Death Watch. Following Mandalore's
was the title assumed by the sole leader of the
Civil War, Vizsla became leader of Death Watch and
Mandalorian people. Their Protectors established a
attempted to overthrow the New Mandalorians'
balance of control in the Mandalorians' warrior clan
leadership in order to restore Mandalore's warrior
society. At some point prior to the Clone Wars, a
past, seeing Duchess Satine as a tarnish to
Mand'alor known as Mandalore The Great waged a
Mandalorians.
series of con icts against the Jedi Order. The
Vizsla's reign as Mand'alor was cut short when Maul
Mandalorian Jedi, Tarre Vizsla, once ruled all of
and his brother broke out of prison with the former
Mandalore, and a descendant, Pre Vizsla, leader of the
prime minister Almec. In the Sundari's Royal Palace's
Mandalorian splinter group Death Watch, took the title
throne room, Maul challenged Vizsla for leadership,
of Mand'alor during his takeover of Mandalore, the
which Vizsla accepted and handled Maul his lightsaber.
Mandalorian homeworld, but the title became vacant
At rst, Vizsla had the upper hand in his duel with Maul
when Vizsla was killed in a duel with Maul.
by using his jetpack and blasters. However, Maul was
During the reign of the Galactic Empire, the former
able to defeat Vizsla. Vizsla, accepting his defeat, gave
Mandalorian super commando Gar Saxon, had wished
Maul the darksaber and was beheaded in front of the
to be Mand'alor and rule over the Mandalorians. The
Death Watch.
leader of the Protectors, Fenn Rau, claimed Saxon had
no honor, thus Saxon was unable to claim the title. He BO-KATAN KRYZE
was, however, installed as Viceroy of Mandalore by During the subsequent civil war and the siege, Kryze
Emperor Palpatine. After Gar Saxon's death, his was named Lady of House Kryze and Regent of
brother, Governor Tiber Saxon, succeeded him and Mandalore by the Jedi. However, the Republic was
wished to gain control of all of Mandalore, but was reorganized into the Galactic Empire, and Kryze was
killed before he could achieve his goal after Sabine forced out of power by Clan Saxon. However, in 2 BBY,
Wren returned to Mandalore with her clan and the Kryze chose to ally her House with Clan Wren when
Darksaber to free her father. they chose to resist the Empire. However, when Sabine
After Saxon's death, Sabine Wren passed down the Wren gave her the Darksaber, Kryze refused due to
Darksaber to Lady Bo-Katan Kryze, who accepted the her failing as Regent. With Clan Wren, she was able
Darksaber from Wren and with the support of clans to free Sabine's father Alrich Wren.
Wren, Vizsla, Rook, Eldar, her own Clan Kryze, and the Unfortunately, Kryze learned that the
Protectors, represented by Rau, stepped into the role Empire, under Governor Tiber Saxon,
of Mand'alor to unite the Mandalorian people against had rebuilt the Arc Pulse Generator (a
the Empire. weapon designed to attack mandalorian
beskar) that Sabine had designed and
PROMINENT MAND'ALORS codenamed the
TARRE VIZSLA Duchess after Kryze's
Tarre Vizsla was the rst Mandalorian accepted into sister. Despite wanting to punish
the Jedi Order of the Old Republic. During his time as a Wren for creating the Weapon,
Jedi, Vizsla created the Darksaber, which was seen as a Kryze knew that they needed her help
one of a kind lightsaber. Vizsla eventually became to destroy it. Thus, Kryze, Sabine, and
Mand'alor. After his passing, Vizsla was honored with a their allies boarded Saxon's Star
statue of himself on Mandalore. His darksaber was Destroyer. Despite being brie y
kept at the Jedi Temple on Coruscant. However, it was captured by Saxon and Captain
stolen by members of House Vizsla. It was used by Hark who wanted Wren to
members of the House and Clan Vizsla to unify the improve the Duchess.
people and strike down their enemies. Fortunately, Wren was able to
The Darksaber was an ancient and unique black- make the Duchess target
bladed lightsaber created by Tarre Vizsla, the rst Stormtrooper armor. Despite
Mandalorian ever inducted into the Jedi Order, prior to this development, Kryze
1019 BBY. The weapon was kept in the Jedi Temple convinced Wren to destroy it instead of
after Vizsla's passing, but members of House Vizsla using it against the Empire.
stole the saber in a con ict with the Jedi during the fall After the destruction of the Duchess
of the Old Republic. The Darksaber was passed down, and Saxon's star destroyer, Kryze
generation to generation, by the ancestors of Pre regrouped with her forces. With support
Vizsla, who held onto the weapon even after the from the Protector Fenn Rau and the
paci st ideals of the New Mandalorians replaced the other clans, Kryze accepted the title
warrior ways of Mandalore. Mand'alor and the Darksaber in honor of
her people and her sister.

108 The Mando'ade


MAND'ALOR At will: assess the situation, encrypted message, kolto pack,
Medium humanoid, lawful neutral temporary boost
1st level: energy shield, flame sweep, flash, spot the weakness,
Armor Class 18 (composite armor) tactical barrier, tranquilizer
Hit Points 300 (36d8+108) 2nd level: detect invisibility, electromesh, shared shielding,
Speed 30ft, y 30 ft smuggle
3rd level: explosion, kolto cloud, tactical advantage, tech
overide
STR DEX CON INT WIS CHA 4th level: ballistic shield, defibrillate, kolto reserve, scan area
5th level: immolate, paralyze creature
16 (+3) 24 (+7) 17 (+3) 18 (+4) 18 (+4) 22 (+6)
6th level: disperse energy, firestorm
7th level: greater sabotage charges, tactical superiority
Saving Throws Dexterity +14, Wisdom +11, Charisma
+13 Two Weapon Mastery. Mand'alor adds it's ability modi er to
Skills Acrobatics +14, Insight +11, Intimidation +13, two-weapon ghting damage. Additionally they gain a +1
Perception +11, Persuasion +13, Stealth +14, bonus to AC while wielding a separate weapon in each
Survival +11 hand (included).
Condition Immunities charmed, frightened ACTIONS
Senses darkvision 60 ft, passive Perception 21
Languages Galactic Basic, Mando'a Multiattack. Mand'alor makes three weapon attacks and
Challenge 21 (30,000 XP) can make two o hand attacks as a bonus action.
Heavy pistol. Ranged Weapon Attack: +14 to hit, range
Aggressive. As a bonus action, Mand'alor can move up to 40/160 ft., one target. Hit: 20 (3d8+7) energy damage.
its speed toward a hostile creature that it can see.
The Darksaber. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Brave. Mand'alor has advantage on saving throws against one target. Hit: 16 (3d6+6) energy damage.
being frightened. Mand'alor gains +3 to attack and damage rolls made
Close Quarters Shooter. Creatures provoke an opportunity with this enhanced lightsaber (included). This weapon
attack when they move to within 15 feet of Mand'alor, ignores resistance to energy damage. When Mand'alor
and they can use their blaster weapons when making attacks a creature that has at least one head with this
opportunity attacks. weapon and rolls a 20 on the attack roll, they cut o one
of the creature’s heads. The creature dies if it can’t
Combat Tech When Mand'alor uses an action to cast a survive without the lost head. A creature is immune to
tech power, they can make one weapon attack as a this e ect if it is immune to energy damage, doesn’t
bonus action. have or need a head, has legendary actions or villain
Keen Hearing and Sight. Mand'alor has advantage on status, or the GM decides that the creature is too big for
its head to be cut o with this weapon. Such a creature
Wisdom (Perception) checks that rely on hearing or
instead takes an extra 6d6 energy damage from the hit.
sight.
Jetpack. Activating or deactivating the jetpack requires a LEGENDARY ACTIONS
bonus action and, while active, Mand'alor has a ying Mand'alor can take 3 legendary actions, choosing from
speed of 30 feet. The jetpack lasts for a maximum of 10 the options below. Only one legendary action option can
minutes. be used at a time and only at the end of another
creature's turn. Mand'alor regains spent legendary
Improved Mandalorian Tech. Mand'alor deals two extra dice
actions at the start of his turn.
of damage with its weapons (included).
Moderately Armored. While wearing medium armor, Move. Mand'alor can move up to their speed without
Mand'alor adds 3, rather than 2, to its AC (included) and provoking opportunity attacks.
no longer has disadvantage on Dexterity (Stealth) Attack. Mand'alor makes one weapon attack.
checks.
Sole Leader. (Costs 3 Actions) Mand'alor shouts a rallying cry
Tech-Casting. Mand'alor is a 14th-level techcaster. Its to allies within 60ft that can hear or see them. Whenever
techcasting ability is Intelligence (power save DC 19, +11 Mand'alor or a friendly creature within range makes an
to hit with tech attacks) and it has 60 tech points and can attack roll or a saving throw, they can roll a d8 and add
only cast a single 6th and 7th level power before taking a the number rolled to the attack roll or saving throw. This
long rest. aura lasts for one round.
Mand'alor knows the following tech powers:

The Mando'ade 109


MERCENARIES
A mercenary (merc for short), sometimes also called
soldier of fortune, hired gun, or free lance, is a soldier MERCENARY CAPTAIN
who ghts or works in other ways (mostly in those Medium humanoid (any), any alignment
involving violence) for any faction in exchange for a
desirable amount of money. Armor Class 20 (powered durasteel armor, heavy
Sometimes, the word mercenary is used as a shield)
derogatory term for someone who values credits over Hit Points 97 (6d8+12)
other things, such as ideals or kinship. Speed 30 ft.
Only few large mercenary organizations existed in
the galaxy. The forces of the galaxy tended to pull such STR DEX CON INT WIS CHA
organizations into con ict too regularly for
16 (+3) 14 (+2) 16 (+2) 15 (+2) 11 (+0) 15 (+2)
mercenaries to exist in organized companies. Instead,
individual mercenaries formed brotherhoods, that
often existed as loose networks of contacts and Saving Throws Int +5, Wis +3, Cha +5
Skills Athletics +5, Persuasion +5
contract makers. These brotherhoods provided some
Senses passive Perception 10
measure of camaraderie amongst the members of this Languages Galactic Basic and one other
otherwise very lonely business. The Challenge 6 (2,300 XP)
largest of these brotherhoods was
the Brotherhood Mortalis, Martial Advantage. Once per turn, the captain can deal an
founded during the nal extra 14 (4d6) damage to a creature it hits with a
years of the Old Republic. weapon attack if that creature is within 5 feet of an ally
of the captain that isn't incapacitated.

ACTIONS
Multiattack. The mercenary makes three weapon
attacks.

Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120


ft., one target. Hit: 4 (1d4+2) energy damage
Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) kinetic damage
Leadership (Recharges after a Short or Long Rest). For 1
minute, the captain can utter a special command or
warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it
can hear and understand the captain. A creature can
bene t from only one Leadership die at a time. This
e ect ends if the captain is incapacitated.
REACTIONS
Parry. The captain adds 3 to its AC against one melee
attack that would hit it. To do so, the captain must see
the attacker and be wielding a melee weapon.

110 Villains
COMBAT ENGINEER
Medium humanoid (any), unaligned

Armor Class 13 (heavy combat suit)


Hit Points 45(7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (0)

Skills Technology +5
Senses darkvision 60 ft., passive Perception 11
Languages Galactic Basic and one other
Challenge 4 (1100 XP)

Tactical Technology. When the engineer casts a tech COMBAT ENGINEER, JUNIOR
power that causes damage or that forces other Medium humanoid, unaligned
creatures to make a saving throw, it can choose itself
and any number of allies to be immune to the damage
caused by the power and to succeed on the required Armor Class 12 (combat suit)
saving throw. Hit Points 16 (3d8 + 3)
Speed 30 ft.
Technological Advantage. Once per turn, the engineer can
deal an extra 7 (2d6) damage to a creature it hits with
a damaging tech attack if that target is within 5 feet of STR DEX CON INT WIS CHA
an ally of the engineer and that ally isn't incapacitated.
10 (+0) 12 (+1) 12 (+1) 14 (+2) 11 (+0) 10 (+0)
Tech-Casting. The engineer is a 7th-level tech-caster. Its
tech-casting ability is Intelligence (power save DC 13, Skills Technology +4
+5 to hit with tech attacks) and it has 31 tech points.
Senses Passive Perception 10
The engineer knows the following tech powers:
Languages Galactic Basic
At-will: acid splash, jet of flame, cryogenic burst, Challenge 1 (200 XP)
electroshock
1st-level: smoke cloud, homing rockets, overload Techcasting. The junior engineer is a 3rd-level
2nd-level: magnetic field, acid dart, scorching ray techcaster. Its techcasting ability is Intelligence (power
3rd-level: explosion, tactical advantage, kolto cloud save DC 12, +4 to hit with tech attacks) and it has 14
4th-level: cryogenic storm tech points. The junior engineer knows the following
tech powers:
ACTIONS
Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one At-will: electro shock, encrypted message, rime shot
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1st-level: energy shield, homing rockets, repair droid, smoke
1) kinetic damage if used with two hands. cloud
2nd-level: acid dart, magnetic field
Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160
ft., one target. Hit: 4 (1d4+1) energy damage. ACTIONS
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range
60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.

111
EXPLOSIVES SPECIALIST
Medium humanoid, unaligned

Armor Class 16 (battle armor)


Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Skills Perception +3, Technology +5


Damage Resistances re
Senses Passive Perception 13
Languages Galactic Basic
Challenge 3 (700 XP)

Techcasting. The junior engineer is a 6th-level FRONT-LINE SOLDIER


techcaster. Its techcasting ability is Intelligence (power Medium humanoid (any), any alignment
save DC 13, +5 to hit with tech attacks) and it has 27
tech points. The junior engineer knows the following
tech powers: Armor Class 15 (light battle armor, light shield
generator)
At-will: combustive shot, electro shock, encrypted message Hit Points 11 (2d8+2)
1st-level: absorb energy, energy shield, oil slick, smoke cloud Speed 30 ft.
2nd-level: overheat, release, scorching ray
3rd-level: explosion, sabotage charges
STR DEX CON INT WIS CHA
ACTIONS
12 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 8 (-1)
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Skills Athletics +3
Breaching Charge. After spending at least 30 seconds Senses passive Perception 10
setting the charge, the engineer may attach the charge Languages Galactic Basic and one other
to a surface. The charge can be set with a 6-second Challenge 1/2 (100 XP)
timer, or detonated remotely using a remote
detonator, which the engineer has. Once detonated, Martial Advantage. Once per turn, the soldier can deal an
the breaching charge destroys an unenhanced section extra 7 (2d6) damage to a creature it hits with a
of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. weapon attack if that creature is within 5 feet of an ally
Additionally, each creature within 20 feet of the charge of the soldier that isn't incapacitated.
must make a DC 13 Dexterity saving throw. A creature
takes 3d6 re damage and 3d6 kinetic damage on a ACTIONS
failed save, or half as much on a successful one. A
construct makes this save with disadvantage. If the Blaster Carbine. Ranged Weapon Attack: +3 to hit, range
breaching charge is installed on the construct, it 60/240 ft., one target. Hit: 4 (1d6+1) energy damage
automatically fails the saving throw.
Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8+1) kinetic damage, or 6 (1d10+1)
kinetic damage if used with two hands.

112
GAMORREANS Across the Galaxy. O world Gamorreans are a
common sight, be they mercenaries or enforcers
Gamorreans were a sentient species of green-skinned working for crime lords. They also colonized the planet
porcine humanoids that hailed from the Outer Rim Pzob in the K749 system and are the majority sentient
planet of Gamorr. species on Lanthrym in the Elrood sector.
Biology & Appearance. A species of tall, strong
bipeds, the Gamorreans have porcine traits, like an
upturned, large-nostriled cartilaginous snout, jowls,
and upturned tusks. Their hulking bodies are covered MORRTS
in green, thick and hairless skin. They have ve digits Gamorreans are typically covered by a number of
on every extremity, each sporting a hard nail. The digits parasitic bloodsuckers called morrts. They consider
of their hands include an opposable thumb, which them adorable pets, and the number of morrts that a
allows the Gamorreans to easily grasp and handle Gamorrean hosts is related to their status, with a clan
Warlord or Matron hosting up to 20 morrts.
objects. The species has two sexes: the males, referred
to as boars, and the females, called sows.
Society & Culture. Gamorreans have a clan-based
society. Each clan is ruled by a female leader, the Clan
Matron, and a male leader, the Warlord, although the
Gamorrean society is, at heart, a matriarchy. Indeed, a
Warlord holds his position by way of marriage to a
Matron rather than force, although Matrons make their
selections based on the boars' combat skills.
Gamorreans see war as glorious, and violent
clashes between clans are rife.
Because of their low intelligence, Gamorreans tend
to be both stubborn and loyal; philosophically, they
believe that any problem can be solved by hitting it
with brute force. They have a language of their own
that sounds like mere grunts and squeals to outsiders.
Although they can understand other languages, such
as Galactic Basic, they nd most of them too di cult to
pronounce.
Technologically speaking, the Gamorreans are
primitive, and they favor melee weapons like vibro-
axes and vibro-lances over blasters. They did not "Skinny v'lch. Not find husband, all skinny. Morrts can't live
discover space travel on their own. Moreover, on skinny. Feed you. Make you Gweek. Good husband; two
tuskers; nine morrts."
Gamorrean boars fail to maintain personal hygiene,
-Captain Ugmush suggests making Callista Ming into
rarely changing their clothes or wiping the streaming
a proper Gamorrean sow
mucus from under their snouts.

GAMORREAN GUARD Languages Gamorrese, Galactic Basic (understands


Medium humanoid (gamorrean), chaotic dark but can't speak)
Challenge 2 (450 XP)
Armor Class 15 (natural armor)
Hit Points 84 (9d8+36) Reckless. At the start of its turn, the berserker can gain
Speed 40 ft. advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the
start of its next turn.
STR DEX CON INT WIS CHA
Brutal Critical. When the guards scores a critical hit with a
18 (+4) 12 (+1) 18 (+4) 9 (-1) 11 (+0) 9 (-1) melee weapon attack, roll one of the weapon's damage
dice one additional time and add it to the extra damage
Damage Resistances kinetic and energy from of the critical hit.
unenhanced weapons ACTIONS
Senses passive Perception 10
Vibroaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit 12 (1d12+6)

113
GAMORREAN MINION GAMORREAN WARRIOR
Medium Humanoid (Gamorrean), chaotic dark Medium Humanoid (Gamorrean), chaotic dark

Armor Class 15 (Natural Armor) Armor Class 15 (Natural Armor)


Hit Points 23 (3d8+9) Hit Points 30 (4d8+12)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2) 18 (+4) 12 (+1) 16 (+3) 10 (0) 10 (0) 7 (-2)

Damage Resistances Kinetic and Energy from Damage Resistances Kinetic and Energy from
unenhanced weapons unenhanced weapons
Senses passive Perception 10 Senses passive Perception 10
Languages Gamorrese, Galactic Basic (understands Languages Gamorrese, Galactic Basic (understands
but can't speak.) but can't speak.)
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

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

Brutal Critical. When the Gammorean Warrior scores a Brutal Critical. When the Gamorrean Warrior scores a
critical hit with a melee weapon attack, roll one of the critical hit with a melee weapon attack, roll one of the
weapon's damage dice one additional time and add it weapon's damage dice one additional time and add it
to the extra damage of the critical hit. to the extra damage of the critical hit.
ACTIONS ACTIONS
Vibroaxe Melee Weapon Attack: +4, range 5ft, one Vibroaxe Melee Weapon Attack: +6, range 5ft, one
target. Hit 8 (1d10+3) kinetic damage. target. Hit 11 (1d10+6) kinetic damage.

114
Critical Analysis As a bonus action the Tactician can
analyze a target it can see within 90 feet. For the next
minute, or until it analyzes another target, it gains the
following bene ts:

After analyzing a hostile creature, the tactician can use


its Intelligence modi er instead of Dexterity for attack
and damage rolls against that creature.
After analyzing a friendly creature, the target can end
the tactician's Critical Analysis on them (no action
required). The target then gains a +5 bonus that can be
applied to one attack roll, ability check, or saving throw
that the target makes.
Pushing Attack (2/day). When the tactician hits a target
with an attack, it can attempt to drive the target back.
The attack does an additional 1d10 weapon damage.
The target must make a DC 16 Strength saving throw
or be pushed 15 feet away from the Tactician.
Trip Attack (2/day). When the tactician hits a target with
an attack, it can attempt to to knock the target down.
The attack does an additional 1d10 weapon damage. If
the target is Large or smaller, it must make a DC 16
Strength saving throw or be knocked prone.
Discoveries. The tactician is able to utilize the following
discoveries:
Mental Prowess. The tactician is able to use its
Intelligence modi er to make or escape a grapple
MASTER TACTICIAN check.
Medium Humanoid (bothan), any alignment Hardened Mind. The tactician has advantage on saving
throws against illusions or on checks to discern
illusions from reality.
Armor Class 17 (heavy combat suit) Targeted Analysis. Attack rolls against the target of the
Hit Points 83 (11d8+33) tactician's critical analysis cannot su er from
Speed 30ft. disadvantage.
Firing Command. As a bonus action, the tactician can take
the Help action. Additionally, when it takes the Help
STR DEX CON INT WIS CHA action, it has a range of 30 feet instead of touch.
14 (+2) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2)
ACTIONS
Saving Throws Dex +7, Int +8, Sniper Rifle. Ranged Weapon Attack: +7 to hit, range
Skills Deception +8, Insight +8, Investigation +11, 150/600 ft., one target. Hit: (1d12+4) energy damage.
Lore +11, Perception +8 Techblade Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Resistances psychic target. Hit: 7 (1d6+4) kinetic damage.
Senses Passive Perception 18
Languages Basic, Bothese REACTIONS
Challenge 6 (2,300 XP) Fire As One. Once per round, when the creature that is
the target of the tactician's critical analysis is attacked
Naturally Stealthy. The tactician can attempt to hide even by a creature other than the tactician, the tactician can
when obscured only by a creature its size or larger. use its reaction to make one weapon attack against
the critical analysis target.
Nimble Escape. The tactician can take the Disengage or
Hide action as a bonus action on each of its turns. Riposte (2/day). Once per a turn, when a creature misses
Multitasker. The tactician can take a second reaction the tactician with an attack, the tactician can use its
reaction to make a melee weapon attack against the
each round. It can only take one reaction per turn.
creature. If the attack hits, the target su ers the
attack's normal damage and an addition 1d10 weapon
damage.

115
MEDICAL DROID
Medium droid, unaligned

Armor Class 14 (Natural plating)


Hit Points 42 (7d8+14)
Speed 25ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 15 (+2)

Skills Investigation +8, Medicine +9, Perception 6


Damage Vulnerabilities Ion
Damage Resistances necrotic, poison and psychic
Condition Immunities poison, disease
Senses Passive perception 16
Languages Galactic basic, binary
Challenge 5 (1800 xp)

Computer Targeting. Attack and damage rolls made with a


blaster or a weapon with the nesse property use
Intelligence rather than Strength or Dexterity.
Field Surgeon (3/rest). Whenever the droid restores hit
points or grants temporary hit points to a creature, it
can roll an additional d8 and add it to the roll.
Multitasker. The Droid can take a second reaction each
round. It can only take one reaction per turn.
Smelling Salts (3/rest). As a bonus action, the droid can
reinvigorate a creature. When it does so, a creasture
within 30 feet regains 4 (1d8) hit points.
ACTIONS
Light Pistol. Ranged Weapon Attack: +5 to hit, 40/60ft, one
target. Hit: 7 (1d4+5) kinetic damage MEDIC
Medium humanoid, unaligned
Vibrodagger. Melee Weapon Attack: +5 to hit, 5ft, one
target. Hit: 7 (1d4+5) kinetic damage
Armor Class 14 (heavy combat suit, light shield)
Fine Medpac (3/day). The Medical Droid restores 14 Hit Points 16 (3d8 + 3)
(4d4+4) hit points to a creature within 5 feet. Speed 30 ft.
Improved Medpac (2/day). The Medical Droid restores 28
(8d4+8) hit points to a creature within 5 feet. STR DEX CON INT WIS CHA
Superior Medpac (1/day). The Medical Droid restores 45 10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0)
(10d4+20) hit points to a creature within 5 feet.
Administer Aid (2/rest). A target creature within 30 feet Skills Perception +3, Medicine +3
regains 9 (1d8+5) hit points. Senses Passive Perception 13
Adrenaline Hit (2/rest). The droid can inject a creature with
Languages Galactic Basic
adrenaline. When it does so, a creature within 30 feet
Challenge 1 (200 XP)
regains 4 (1d8) hit points. Additionally, until the start of
the droid's next turn, when that creature would take Triage. Any friendly creature reduced to 0 HP within 15
damage, the amount is reduced by 5. feet of the eld medic is automatically considered to be
alive and stabilized.
Emergency Prescription (2/rest). The droid can inject a
creature with painkillers. When it does so, a creature Techcasting. The eld medic is a 3rd-level techcaster. Its
within 30 feet regains 9 (1d8+5) hit points, and when techcasting ability is Intelligence (power save DC 12, +4
that creature makes their rst ability check, attack roll, to hit with tech attacks) and it has 14 tech points. The
or saving throw before the start of the droid's next turn junior engineer knows the following force powers:
they can add 1d8 to their roll.
At-will: acid splash, temporary boost, warding shot
REACTIONS 1st-level: element of surprise, kolto pack, poison dart
Heads up (2/rest). When a friendly creature who the droid 2nd-level: paralyze humanoid, toxin purge, shared shielding
can see or hear makes a saving throw, it can add 1d8
to the result of the saving throw. The droid can use this
ACTIONS
ability before or after making the saving throw, but Blaster Carbine. Ranged Weapon Attack: +3 to hit, range
before any e ects of the saving throw are determined. 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.

116
SHISTAVANEN ASSAULT
SPECIALIST
Medium humanoid (Shistavanen), any alignment

Armor Class 19 (heavy durasteel)


Hit Points 143 (22d8+44)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 13 (+1)

Saving Throws Str +6, Con +6


Skills Athletics +6, Intimidation +5, Perception +6
Senses Darkvision 60 ft., passive Perception 16
SERGEANT Languages Galactic Basic and one other
Medium humanoid (any), any alignment Challenge 9 (5,000 XP)

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


Armor Class 16 (durasteel armor)
saving throw.
Hit Points 39 (6d8+12)
Speed 30 ft. Second Wind (Recharges after a Short or Long Rest). As a
bonus action, the specialist can regain 20 hit points.

STR DEX CON INT WIS CHA Brute Force. The specialist deals an additional 1d6
damage when it hits with any attack (included).
13 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 12 (+1)
Pushing Attack (2/day). When the specialist hits a target
with an attack, the attack does an additional 1d4
Skills Athletics +3, Persuasion +3
damage and the target must make a DC 17 Strength
Senses passive Perception 11 saving throw or be pushed 15 feet.
Languages Galactic Basic and one other
Challenge 3 (700 XP) Brutish Durability. Any time the assault specialist makes a
saving throw, it can roll 1d6 and add it to the total.
Martial Advantage. Once per turn, the sergeant can deal ACTIONS
an extra 10 (3d6) damage to a creature it hits with a
weapon attack if that creature is within 5 feet of an ally Multiattack. The assault specialist makes three attacks
of the sergeant that isn't incapacitated. with its assault cannon or vibroblade.

ACTIONS Assault Cannon. Ranged Weapon Attack: +11 to hit, Range


80/320 ft., one target. Hit: 14 (1d10+1d6+5) energy
Multiattack. The sergeant makes two weapon attacks. damage.
Heavy Pistol. Ranged Weapon Attack: +4 to hit, range Burst. The assault specialist sprays a 10-foot-cube area
40/160 ft., one target. Hit: 6 (1d8+2) energy damage. within range with shots. Each creature in the area must
make a DC 19 Dexterity saving throw, taking 14
Vibrosword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
(1d10+1d6+3) energy damage on a failed save, or half
one target. Hit: 7 (1d12+1) kinetic damage. as much on a successful one.
Leadership (Recharges after a Short or Long Rest). For 1 Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one
minute, the sergeant can utter a special command or target. Hit: 10 (1d8+1d6+5) kinetic damage.
warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a saving REACTIONS
throw. The creature can add a d4 to its roll provided it
Regenerative. When the assault specialist takes damage,
can hear and understand the sergeant. A creature can
it can use its reaction to regain 7 (1d10+2) hit points as
bene t from only one Leadership die at a time. This
long as the triggering damage would not have reduced
e ect ends if the sergeant is incapacitated.
the assault specialist to 0 hp.

Villains 117
WOOKIEE BERSERKER,
AUGMENTED
Medium humanoid (wookiee), any alignment

Armor Class 17 (natural armor)


Hit Points 154 (18d8+72)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 19 (+4) 10 (+0) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +8


Skills Acrobatics +6, Athletics +9, Nature +4,
Perception +5
Damage Resistances Energy and Kinetic
Damage Immunities Poison
Condition Immunities Poison, disease
Senses Darkvision 60 ft., passive Perception 15
Languages Shryiiwook, Galactic Basic (understands
but can't speak)
Challenge 10 (5,900 XP)

Treeclimber. The augmented wookiee berserker has


advantage on Strength saving throws and Strength
(Athletics) checks that involve climbing.
Wrathful Combatant. The augmented wookiee berserker's
melee attacks deal +3 damage (included in the attack).
Additionally, the augmented wookiee berserker has
advantage on all Strength checks and saving throws as
long as he is not incapacitated.
Danger Sense. The augmented wookiee berserker has
advantage on Dexterity saving throws on e ects that it
can see, such as traps and powers.
Feral Instinct. The augmented wookiee berserker has
advantage on initiative checks.
Brutal Critical. The augmented wookiee berserker rolls
two additional damage dice on a critical hit.
Relentless Rage. When the augmented wookiee
berserker is reduced to 0 hit points, it can make a DC
10 Constitution saving throw. On a success, it drops to
1 hit point instead. Each time it uses this feature after
the rst, the DC increases by 5. The DC resets to 10
when the augmented wookiee berserker nishes a
short or long rest.
Holoskin Emitters. Any creature within 5 feet of the
augmented wookiee berserker that is hostile to it has
disadvantage on attack rolls against creatures other
than the augmented wookiee berserker or another
creature with this ability.
ACTIONS
Multiattack. The augmented wookiee berserker makes
three attacks with its unarmed strike.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5


ft., one target. Hit: 13 (1d8+9) kinetic damage.

118 Villains
When conversing in its natural form, Mnggal-Mnggal
MNGGAL-MNGGAL speaks dreamlike observations, often in verse,
Mnggal-Mnggal's is a completely unique being. It is metaphors, and riddles. Due to its long life, it also
believed by some, including the Chiss, to be extra- speaks ancient languages and converses in long
dimensional in origin. It is so ancient, at least by its forgotten conventions of speech.
own account, that it existed alongside the Celestials, Mugg Fallo. At a long-forgotten point in the past, it
and witnessed their sudden departure from the galaxy. took over and rendered lifeless the planet of Mugg
The hyperspace anomaly that bisects the galaxy, Fallow. Eons later, Mnggal-Mnggal had spread so far
separating the highly populated portion of the galactic across the planet, even lling its former oceans, that all
disk from the Unknown Regions, is presumed by some that remained visible of the former world were barren
to have been created by the powerful Celestials, continents and the remains of fossilized trees. Its
possibly as a defensive measure against Mnggal- "body" ran so far and deep across the planet that it ran
Mnggal and its infectious intentions. in rivers across the continents and lled underground
Mnggal-Mnggal is composed solely of a thick gray grottos. As testament to its depraved mind, Mnggal-
ooze, able to move quickly and create a multitude of Mnggal created a macabre decoration of a eet of
di erent forms. It is slimy to the touch and smells of derelict ships forming a ring around the planet, using
sweet rot. While it is a shapeshifter, it cannot form its mind-controlled zombies to pilot the ships there.
complex disguises. It forms far-ranging pseudopods History. Over the course of its existence, Mnggal-
and eyestalks to explore or interact with others, or Mnggal staked its claim to thousands of worlds,
attack others with a fanged mouth. It can break its moons, and space stations throughout the Unknown
mass apart, spreading by creating worm-like forms, Regions, with infestations ranging from small pools in
and is even able to y by forming bat-like creatures. dark sewers to worlds ravaged and rendered as lifeless
Mnggal-Mnggal's most proli c—and deadly—form of as Mugg Fallow.
movement is by infecting and controlling other As Mnggal-Mnggal spread throughout the Unknown
sentient beings. While it can possess creatures, such as Regions, some species native to the region opposed its
nexu or banthas, Mnggal-Mnggal prefers sentients. incursions and sought to destroy the entity, knowing
Once a being encounters a pool of Mnggal-Mnggal, the the extreme danger it posed. The Lugubraa and the
surface of the pool explodes outward, showering the Croke attempted to prevent any infestations within
being in droplets of the entity's body. The drops then their territories, while the Chiss took a more proactive
begin to slide toward the being's mouth and nostrils, stance. They not only possessed the most extensive
but is also able to enter the body through the pores in collection of information on the entity in their libraries
a being's skin if need be. It rst penetrates the cranium on Csilla—including the location of Mugg Fallow and all
and digests the brain, then moves on to the internal possible information on its origins—they also paid
organs and tissues, increasing its mass all the while. It bounties to any parties willing
digests its victims from the inside out, lling every body to attack infestations of
part as it expands and grows within the lifeless husk. Mnggal-Mnggal. On some
Within twenty-four hours, the victim is dead, lled primitive planets, it was
entirely with Mnggal-Mnggal. worshiped by local
It can then fully control the victim's body, and is able tribes and
to do so with enough precision to pilot vehicles. A known as
Mnggal-Mnggal-possessed zombie can be easily the "rot god".
distinguished from the body's former self. The victim
displays a vacant gaze, a sti -legged gait, and utter
stillness when at rest. The victim's voice is also buzzy
and at, as Mnggal-Mnggal digests its vocal cords and
lungs. Mnggal-Mnggal is not able to preserve its hosts,
and after a week they begin to decay, with the entity's
gray ooze slipping from their facial ori ces. The
zombies are also used to further infect others, by
spewing Mnggal-Mnggal in the faces of new victims.
All parts of Mnggal-Mnggal, no matter what form or
how far- ung across the galaxy, share a single mind,
which is what leadd others to classify the entity as a
single being rather than a hive-minded species.
Personality. Mnggal-Mnggal delights in torturing and
consuming other beings; indeed, it seems to thrive
more on beings' su ering than on the sustenance their
bodies provide. Using its possession abilities, it creates
torturous scenarios such as reuniting a grieving
mother with the reanimated corpse of their youngling
time and time again. It persuades other beings by
playing with their emotions into making deadly
decisions such as opening a ship's airlocks or
deactivating perimeter fences.

119
MNGGAL-MNGGAL, GRAY Spider-climb. Mnggal-Mnggal can climb di cult surfaces,
PUDDING including upside down, without making an ability check.
Large undead, chaotic dark ACTIONS
Multiattack. Mnggal-Mnggal makes 2 pseudopod attacks.
Armor Class 15 (natural armor)
Hit Points 181 (19d10+76) Pseudopod. Melee Attack: +9 to hit, reach 15 ft., one target.
Speed 30 ft., climb 30 ft., swim 30 ft. Hit: 12 (2d6+5) kinetic damage plus 7 (2d6) acid damage,
and a large or smaller target is grappled (escape DC 17).
A grappled target takes 7 (2d6) acid damage at the start
STR DEX CON INT WIS CHA of its turn.
20 (+5) 14 (+2) 18 (+4) 22 (+6) 20 (+5) 20 (+5) Acid Spit. Mnggal-Mnggal expunges needle-like projectiles
of ooze within a 30 ft. cone in any direction from its
Saving Throws Str +9, Con +8, Wis +9, Cha +9 space. All creatures in the area must make a DC 14
Skills Deception +9, Perception +9 Dexterity saving throw or take 11 (2d10) acid damage on
Damage Vulnerabilities cold a failed save. A target that failed the save must make a
DC 16 Constitution saving throw. Unconscious creatures
Damage Resistances re, lightning
make this save with disadvantage. On a failed save
Damage Immunities acid, necrotic, poison, sonic creature becomes Poisoned. Creatures poisoned in this
Condition Immunities blinded, charmed, deafened, way take 11 (2d10) poison damage at the start of their
exaustion, frightened, grappled, paralyzed, turn. This damage ignores resistance and immunity. A
petri ed, poisoned, prone, stunned, unconscious. creature reduced to 0 hitpoints by this damage is killed
Senses passive perception 19 instantly, and rises the next round as a Mnggal-Mnggal
Languages All zombie. Creatures can repeat the saving throw at the
Challenge 10 (5,900 XP) end of their turn, ending the e ect on a successful save.
Engulf. Mnggal-Mnggal moves up to its speed. While
Amorphous. Mnggal-Mnggal can move through a space as doing so, it can enter huge or smaller creatures’ spaces.
narrow as 1 foot wide without squeezing. Whenever Mnggal-Mnggal enters a creature’s space, the
creature must make a DC 14 Dexterity saving throw. On
Amphibious. Mnggal-Mnggal can breathe air and water.
a successful saving throw, the creature can choose to be
Consumption. Mnggal-Mnggal can consume creatures pushed 5 feet back or to the side of Mnggal-Mnggal. If it
whole, engul ng them in its protoplasm. An engulfed doesn’t choose to be moved, it su ers the consequences
creature is blinded, restrained, can’t breathe, has total of a failed saving throw. On a failed saving throw, the
cover against attacks and other e ects outside Mnggal- creature takes 21 (2d6+5) bludgeoning damage and 7
Mnggal, and takes 7 (2d6) acid damage at the start of (2d6) acid damage and is consumed by Mnggal-Mnggal.
each of Mnggal-Mnggal's turns. An engulfed creature Infect Host. Mnggal-Mnggal targets a creature grappled or
can try to escape by using its action to make a DC 17 consumed by it, or an unconscious creature within 15
Strength (Athletics) check. On a success, the creature feet, and attempts to infect it with its ooze. A creature
escapes and enters a space of its choice within 5 feet of that is grappled or consumed must make a DC 16
Mnggal-Mnggal. A creature within 5 feet of Mnggal- Constitution saving throw to keep the ooze out of their
Mnggal can also attempt to pull an engulfed target free mouth, on a failed save the creature becomes Poisoned.
in the nearest unoccupied space as an action. Doing so Unconscious creatures make this save with
requires a successful DC 17 Strength (Athletics) check, disadvantage. Creatures poisoned in this way take 11
and the creature making the attempt takes 7 (2d6) acid (2d10) poison damage at the start of their turn. This
damage. Mnggal-Mnggal can hold up to four Medium or damage ignores resistance and immunity. A creature
smaller creatures inside it at a time. If a creature is reduced to 0 hitpoints by this damage is killed instantly,
reduced to 0 hitpoints, Mnggal-Mnggal can choose to and rises the next round as a Mnggal-Mnggal zombie.
either digest the creature, which kills it outright, or use Creatures can repeat this saving throw at the end of
its Infect Host action on the creature. their turn. A creature that has successfully saved is
Force Resistance. Mnggal-Mnggal has advantage on saving immune to this ability for 24 hours.
throws against force powers.

120
MNGGAL-MNGGAL, POOL OF Regeneration. Mnggal-Mnggal regenerates 15 hitpoints at
Huge undead, chaotic dark the start of it's turn, as long as it has 1 hit point.
Spider-climb. Mnggal-Mnggal can climb di cult surfaces,
Armor Class 16 (natural armor) including upside down, without making an ability check.
Hit Points 230 (20d12+100)
Speed 40 ft., climb 30 ft., swim 40 ft. ACTIONS
Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks.
It can replace one pseudopod attack with an engulf.
STR DEX CON INT WIS CHA
Pseudopod. Melee Attack: +12 to hit, reach 30 ft., one
22 (+6) 16 (+3) 20 (+5) 22 (+6) 20 (+5) 20 (+5)
target. Hit: 15 (2d8+6) kinetic damage plus 11 (3d6) acid
damage, and a large or smaller target is grappled
Saving Throws Str +12, Con +11, Wis +11, Cha +11 (escape DC 20). A grappled target takes 11 (3d6) acid
Skills Deception +11, Perception +11 damage at the start of its turn.
Damage Vulnerabilities cold
Acid Spit. Mnggal-Mnggal expunges needle-like projectiles
Damage Resistances re, lightning
of ooze within a 30 ft. cone in any direction from its
Damage Immunities acid, necrotic, poison, sonic;
space. All creatures in the area must make a DC 17
kinetic and energy damage from unenchanced Dexterity saving throw or take 16 (3d10) acid damage on
weapons a failed save. A target that failed the save must make a
Condition Immunities blinded, charmed, deafened, DC 19 Constitution saving throw. Unconscious creatures
exaustion, frightened, grappled, paralyzed, make this save with disadvantage. On a failed save
petri ed, poisoned, prone, stunned, unconscious. creature becomes Poisoned. Creatures poisoned in this
Senses passive perception 21 way take 22 (4d10) poison damage at the start of their
Languages All turn. This damage ignores resistance and immunity. A
Challenge 18 (20,000 XP) creature reduced to 0 hitpoints by this damage is killed
instantly, and rises the next round as a Mnggal-Mnggal
Amorphous. Mnggal-Mnggal can move through a space as zombie. Creatures can repeat the saving throw at the
narrow as 1 foot wide without squeezing. end of their turn, ending the e ect on a successful save.
Engulf. Mnggal-Mnggal moves up to its speed. While
Amphibious. Mnggal-Mnggal can breathe air and water. doing so, it can enter huge or smaller creatures’ spaces.
Consumption. Mnggal-Mnggal can consume creatures Whenever Mnggal-Mnggal enters a creature’s space, the
whole, engul ng them in its protoplasm. An engulfed creature must make a DC 18 Dexterity saving throw. On
creature is blinded, restrained, can’t breathe, has total a successful saving throw, the creature can choose to be
cover against attacks and other e ects outside Mnggal- pushed 5 feet back or to the side of Mnggal-Mnggal. If it
Mnggal, and takes 14 (4d6) acid damage at the start of doesn’t choose to be moved, it su ers the consequences
each of Mnggal-Mnggal's turns. An engulfed creature of a failed saving throw. On a failed saving throw, the
can try to escape by using its action to make a DC 20 creature takes 21 (2d8+6) bludgeoning damage and 7
Strength (Athletics) check. On a success, the creature (2d6) acid damage and is consumed by Mnggal-Mnggal.
escapes and enters a space of its choice within 5 feet of Infect Host. Mnggal-Mnggal targets a creature grappled or
Mnggal-Mnggal. A creature within 5 feet of Mnggal- consumed by it, or an unconscious creature within 50
Mnggal can also attempt to pull an engulfed target free feet, and attempts to infect it with its ooze. A creature
in the nearest unoccupied space as an action. Doing so that is grappled or consumed must make a DC 19
requires a successful DC 20 Strength (Athletics) check, Constitution saving throw to keep the ooze out of their
and the creature making the attempt takes 7 (2d6) acid mouth, on a failed save the creature becomes Poisoned.
damage. Mnggal-Mnggal can hold up to two Large Unconscious creatures make this save with
creatures, or up to eight Medium or smaller creatures disadvantage. Creatures poisoned in this way take 22
inside it at a time. If a creature is reduced to 0 hitpoints, (4d10) poison damage at the start of their turn. This
Mnggal-Mnggal can choose to either digest the creature, damage ignores resistance and immunity. A creature
which kills it outright, or use its Infect Host action on the reduced to 0 hitpoints by this damage is killed instantly,
creature. and rises the next round as a Mnggal-Mnggal zombie.
Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced. Creatures can repeat this saving throw at the end of
their turn. A creature that has successfully saved is
Force Resistance. Mnggal-Mnggal has advantage on saving immune to this ability for 24 hours.
throws against force powers.

121
MNGGAL-MNGGAL, LAKE OF ACTIONS
Gargantuan undead, Chaotic Dark
Multiattack. Mnggal-Mnggal makes 3 pseudopod attacks.
It can replace one pseudopod attack with an engulf.
Armor Class 18 (natural armor)
Hit points 455 (26d20+182) Pseudopod. Melee Attack: +16 to hit, reach 50 ft., one
Speed 50 ft, Climb 30 ft., Swim 50 ft. target. Hit: 25 (3d10+8) kinetic damage plus 14 (4d6) acid
damage, and a large or smaller target is grappled
(escape DC 24). A grappled target takes 14 (4d6) acid
STR DEX CON INT WIS CHA damage at the start of its turn.
27 (+8) 18 (+4) 24 (+7) 22 (+6) 20 (+5) 20 (+5) Acid Spit. Mnggal-Mnggal expunges needle-like projectiles
of ooze within a 30ft. cone in any direction from its
Saving Throws Str +16, Dex +12, Con +15, Int +14, Wis space. All creatures in the area must make a DC 20
+13, Cha +13 Dexterity saving throw or take 22 (4d10) acid damage on
a failed save. A target that failed the save must make a
Skills Deception +13, Perception +13
DC 23 Constitution saving throw. Unconscious creatures
Damage Vulnerabilities cold make this save with disadvantage. On a failed save
Damage Resistances re, lightning creature becomes Poisoned. Creatures poisoned in this
Damage Immunities acid, necrotic, poison, sonic; way take 27 (5d10) poison damage at the start of their
kinetic and energy damage from unenchanced turn. This damage ignores resistance and immunity. A
weapons creature reduced to 0 hitpoints by this damage is killed
Condition Immunities Blinded, charmed, deafened, instantly, and rises the next round as a Mnggal-Mnggal
exaustion, frightened, grappled, paralyzed, zombie. Creatures can repeat the saving throw at the
petri ed, poisoned, prone, stunned, unconscious. end of their turn, ending the e ect on a successful save.
Senses passive perception 23 Engulf. Mnggal-Mnggal moves up to its speed. While
Languages All doing so, it can enter huge or smaller creatures’ spaces.
Challenge 27 (105,000 XP) Whenever Mnggal-Mnggal enters a creature’s space, the
creature must make a DC 24 Dexterity saving throw. On
Amorphous. Mnggal-Mnggal can move through a space as a successful saving throw, the creature can choose to be
narrow as 1 foot wide without squeezing. pushed 5 feet back or to the side of Mnggal-Mnggal. If it
doesn’t choose to be moved, it su ers the consequences
Amphibious. Mnggal-Mnggal can breathe air and water. of a failed saving throw. On a failed saving throw, the
creature takes 21 (3d8+8) bludgeoning damage and 7
Consumption. Mnggal-Mnggal can consume creatures
(2d6) acid damage and is consumed by Mnggal-Mnggal.
whole, engul ng them in its protoplasm. An engulfed
creature is blinded, restrained, can’t breathe, has total Infect Host. Mnggal-Mnggal targets a creature grappled or
cover against attacks and other e ects outside Mnggal- consumed by it, or an unconscious creature within 50
Mnggal, and takes 21 (6d6) acid damage at the start of feet, and attempts to infect it with its ooze. A creature
each of Mnggal-Mnggal's turns. An engulfed creature that is grappled or consumed must make a DC 23
can try to escape by using its action to make a DC 24 constitution saving throw to keep the ooze out of their
Strength (Athletics) check. On a success, the creature mouth, on a failed save the creature becomes Poisoned.
escapes and enters a space of its choice within 5 feet of Unconscious creatures make this save with
Mnggal-Mnggal. A creature within 5 feet of Mnggal- disadvantage. Creatures poisoned in this way take 27
Mnggal can also attempt to pull an engulfed target free (5d10) poison damage at the start of their turn. This
in the nearest unoccupied space as an action. Doing so damage ignores resistance and immunity. A creature
requires a successful DC 24 Strength (Athletics) check, reduced to 0 hitpoints by this damage is killed instantly,
and the creature making the attempt takes 7 (2d6) acid and rises the next round as a Mnggal-Mnggal zombie.
damage. Mnggal-Mnggal can hold up to 1 huge creature, Creatures can repeat this saving throw at the end of
two Large creatures, or up to eight Medium or smaller their turn. A creature that has successfully saved is
creatures inside it at a time. If a creature is reduced to 0 immune to this ability for 24 hours.
hitpoints, Mnggal-Mnggal can choose to either digest the
creature, which kills it outright, or use its Infect Host LEGENDARY ACTIONS
action on the creature. Mnggal-Mnggal can take 3 legendary actions, choosing
Enhanced Attacks. Mnggal-Mnggal's attacks are enhanced. from the options below. Only one legendary action
option can be used at a time, and only at the end of
Force Resistance. Mnggal-Mnggal has advantage on saving another creature's turn. Mnggal-Mnggal regains spent
throws against force powers. legendary actions at the start of his turn.
Legendary Resistance (3/day). If Mnggal-Mnggal fails a saving Move. Mnggal-Mnggal moves up to its speed.
throw, it can choose to succeed instead.
Attack (Costs 2 Actions). Mnggal-Mnggal makes a
Regeneration. Mnggal-Mnggal regenerates 20 hitpoints at Pseudopod attack.
the start of it's turn, as long as it has 1 hit point.
Engulf (Costs 3 Actions). Mnggal-Mnggal uses its Engulf
Spider-climb. Mnggal-Mnggal can climb di cult surfaces, attack.
including upside down on ceilings, without needing to
make an ability check.

122
MNGGAL-MNGGAL ZOMBIE TEMPLATE
A living creature that is not of the construct, droid, or
elemental type can be made into a Mnggal-Mnggal
Zombie. The Mnggal-Mnggal zombie keeps its statistics
except as follows.
Challenge. The Mnggal-Mnggal Zombie's challenge
rating may need to be recalculated. MNGGAL-MNGGAL ZOMBIE
Type and Alignment. The Mnggal-Mnggal Zombie's
creature type becomes undead, and its alignment TROOPER
becomes Chaotic Dark. Medium undead, Chaotic Dark
All is One. The Mnggal-Mnggal Zombie's intelligence
becomes 22, and Wisdom and Charisma 20 if they Armor Class 10 (light battle armor)
weren't already higher. Hit Points 13 (2d8+4)
Shambler. The Mnggal-Mnggal Zombie's Dexterity Speed 20 feet
becomes 8, if it isn't already lower. The Mnggal-Mnggal
Zombie moves in a slow, shambling manner. It's
movement speed decreases by 10 feet. STR DEX CON INT WIS CHA
Languages. The Mnggal-Mnggal Zombie knows all
languages. The Zombie can speak, but it speaks in an 13 (+1) 8 (-2) 15 (+2) 22 (+6) 20 (+5) 20 (+5)
unnatural way. The Zombie has disadvantage on
Charisma skill checks. Damage Immunities poison
Immunities. The Mnggal-Mnggal Zombie is immune to Condition Immunities Charmed, Exhausted,
poison damage and the Charmed, Exhausted, Poisoned and Unconscious
Frightened, Poisoned, and Unconscious conditions. Senses darkvision 60 ft., passive perception 15
Languages All
NEW ACTION: INFECT HOST Challenge 1/8 (25 XP)
The Mnggal-Mnggal Zombie targets a living creature
that it is grappling or unconscious and attempts to
infect it with its ooze. The target creature must ACTIONS
succeed on a Constitution saving throw (DC equals 8 + Blaster Rifle. Ranged Weapon Attack: +0 to hit, range
the zombie's constitution modi er + the monster's 100/400 ft., one target. Hit: 2 (1d8-2) energy damage.
pro ciency bonus). On a failed save, the target
creature becomes Poisoned. Creature's poisoned in Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft.,
this way take poison damage corresponding to the size one target. Hit: 3 (1d4+1) kinetic damage.
of the zombie at the start of their turn. This damage
ignores resistance and immunity. A creature reduced Infect Host. The Mnggal-Mnggal Zombie targets a living
to 0 hitpoints by this damage is killed instantly, and creature that it is grappling or unconscious and
rises the next round as a Mnggal-Mnggal zombie. attempts to infect it with its ooze. The target creature
Creatures can repeat this saving throw at the end of must succeed on a DC 12 Constitution saving throw.
their turn. A creature that has successfully saved is Unconscious creatures make this save with
immune to this ability for 24 hours. disadvantage. On a failed save, the target creature
becomes Poisoned. Creature's poisoned in this way
take 5 (1d10) poison damage. This damage ignores
Creature Size Damage resistance and immunity. A creature reduced to 0
Medium or Smaller 1d10 hitpoints by this damage is killed instantly, and rises
the next round as a Mnggal-Mnggal zombie. Creatures
Large 2d10 can repeat this saving throw at the end of their turn. A
Huge 3d10 creature that has successfully saved is immune to this
ability for 24 hours.
Gargantuan 5d10

123
NIGHTSISTERS
The Nightsisters, also known as the Witches of
Dathomir, are a clan and order of magick-wielding NIGHTSISTER ZOMBIE
females who live on Dathomir, a planet bathed in dark Medium undead, chaotic dark
energies. These Dark side users are able to perform
their arcane magicks by tapping into the magical ichor Armor Class 13
that owed from the depths of their planet. Hit Points 22 (3d8+9)
History. The Nightsisters' clan developed on the Speed 40ft.
mysterious planet of Dathomir. Since power was at its
most potent on their home planet, they rarely
STR DEX CON INT WIS CHA
ventured o -world during the height of the Galactic
Republic. However, this changed when a sister named 12 (+1) 16 +3) 16 (+3) 6 (-2) -8 (-1) 6 (-2)
Talzin became the clan's Mother. During this time,
Talzin worked alongside the Sith Lord, Darth Sidious, Damage Immunities necrotic
who ultimately betrayed Talzin and took her son Darth Condition Immunities poisoned, charmed
Maul from her. At the time of the Clone Wars, Talzin Senses Senses darkvision 60 ft., passive Perception
began to sell her sisters' services as mercenaries to the 8
Languages Understands but cannot speak Galactic
galaxy's wealthy citizens.
Basic
Force Magicks. By tapping into the magical ichor Challenge 1/2 (50 XP)
that owed from Dathomir's depths, the witches could
harness a power they referred to as "magick." The Undead Fortitude. If damage reduces the zombie to 0 hit
most powerful of the Nightsisters could use that ichor points, it must make a Constitution saving throw with a
to create objects out of thin air,[15] transform people DC of 5+the damage taken, unless the damage is
into ghostly versions of their true forms, or even energy or from a critical hit. On a success, the zombie
reanimate the dead. They were also known to use this drops to 1 hit point instead.
power to domesticate Rancors.
ACTIONS
Society. The Nightsisters of Dathomir lived in the
seclusion of a stone fortress that bordered dense Unarmed Strike. Melee Weapon Attack: + to hit, reach 5ft.,
one target. Hit 6 (1d6 + 3)
swamplands.[20] A matriarchal society, the coven of
sisters lived apart from the men of Dathomir, the
Nightbrothers, whose only use was to serve the sisters
as servants, warriors and breeders.
Their Dead. The Nightsisters mummi ed their dead
before placing them in pods of animal skin decorated
with tassels, which were hung on structures made of
branches, bones, animal skins and shells. Their
graveyards mimicked the con guration of the
plant life seen on Dathomir, with its crooked
trees burdened by large,
cocoon-like fruits.

124
NIGHTSISTER At-will: affect mind, enfeeble, force push/pull, slow
Medium humanoid (Dathomiri), chaotic dark 1st level: dark side tendrils, fear, force mask, hex, sap vitality,
wound
Armor Class 14 2nd level: affliction, darkshear, darkness, force camoflauge,
Hit Points 50 (9d8+9) hallucination, mindspike, phasewalk
Speed 30ft. 3rd level: bestow curse, dark aura, horror, improved dark side
tendrils, plague
4th level: dominate beast, drain life, hysteria, improved force
STR DEX CON INT WIS CHA camoflauge, shroud of darkness
5th level: dominate mind, improved phasewalk, insanity,
12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 18 (+4)
siphon life
Skills Deception +7, Perception +5, Stealth +11, Magic of Dathomir (3/day). While on the planet of Dathomir
Surivial +7, if the Nightsister casts a force power that requires the
Senses passive Perception 15 target to make a save, she can spend her reaction to
Languages Galactic Basic give the target disadvantage on the save.
Challenge 5 (1,800 XP) Mask of the Wild. The Nightsister can attempt to hide even
when she is only lightly obscured by foliage, heavy rain,
Cunning Action. On each of its turns, the Nightsister can falling snow, mist, and other natural phenomena.
use a bonus action to take the Dash, Disengage, or Hide
action.
ACTIONS
Energy Bow Ranged Weapon Attack. +7 to hit, range 40/160,
Forcecasting. The Nightsister is a 9th level forcecaster it's one target. Hit 10 (2d6 +4) energy damage.
forcecasting ability is Charisma (force save DC 15, +7 to
hit with force attacks, 36 force points). The Nightsister Vibroknife Melee Weapon Attack: +7 to hit, reach 5 ft., one
knows the following force powers: target. Hit: 8 (1d4+4) kinetic damage.

125
NIGHTSISTER HUNTER
Medium humanoid (Dathomiri), chaotic dark

Armor Class 17 (heavy combat suit)


Hit Points 60 (9d8+9) NIGHTSISTER SHAMAN
Speed 30ft. Medium humanoid (Dathomiri), chaotic dark

STR DEX CON INT WIS CHA Armor Class 14 (17 with battle precognition)
Hit Points 80 (9d8+9)
12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3) Speed 30ft.
Skills Acrobatics +7, Perception +5, Stealth +9,
Surivial +7, STR DEX CON INT WIS CHA
Senses passive Perception 15
12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 20 (+5)
Languages Galactic Basic
Challenge 4 (1,100 XP)
Skills Deception +9, Lore +10, Perception +6, Stealth
Cunning Action. On each of its turns, the Nightsister can
+8,
use a bonus action to take the Dash, Disengage, or
Senses passive Perception 15
Hide action. Languages Galactic Basic
Challenge 11 (7,200 XP)
Forcecasting. The Nightsister Shaman is a 5th level
forcecaster it's forcecasting ability is Charisma (force Forcecasting. The Nightsister is a 13th level forcecaster
save DC 15, +7 to hit with force attacks, 15 force it's forcecasting ability is Charisma (force save DC 17,
points). The Nightsister Shaman knows the following +9 to hit with force attacks, 52 force points). The
force powers: Nightsister knows the following force powers:
At-will: affect mind, enfeeble, force push/pull, slow At-will: affect mind, enfeeble, force push/pull, slow
1st level: dark side tendrils, fear, force mask, hex, sap vitality, 1st level: dark side tendrils, fear, force mask, sap vitality,
wound wound
2nd level: affliction, darkshear, darkness, force camoflauge, 2nd level: affliction, darkness, force camoflauge,
phasewalk hallucination, mindspike, phasewalk
Magic of Dathomir (3/day). While on the planet of 3rd level: bestow curse, dark aura, horror, improved dark side
Dathomir if the Nightsister casts a force power that tendrils, plague
requires the target to make a save, she can spend her 4th level: dominate beast, drain life, hysteria, improved force
reaction to give the target disadvantage on the save. camoflauge, shroud of darkness
5th level: improved phasewalk, insanity, siphon life
Mask of the Wild. The Nightsister can attempt to hide
6th level: eruption, scourge, wrack
even when she is only lightly obscured by foliage,
heavy rain, falling snow, mist, and other natural 7th level: ruin, whirlwind
phenomena. Magic of Dathomir (3/day). While on the planet of
Sneak Attack (1/Turn). The Nightsister deals an extra 6 Dathomir if the Nightsister casts a force power that
(2d6) damage when it hits a target with a weapon requires the target to make a save, she can spend her
attack and has advantage on the attack roll, or when reaction to give the target disadvantage on the save.
the target is within 5 feet of an ally of the Nightsister ACTIONS
that isn't incapacitated and the Nightsister doesn't
have disadvantage on the roll. Vibroknife Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d4+4) kinetic damage.
ACTIONS
Multiattack. When the Nightsister makes two energy bow Chant of Resurection (3/day). While on the planet of
or vibroknife attacks. Dathomir the Shaman can spend her action to
summon 1d4 Nightsister Zombies. The Zombies
Energy Bow Ranged Weapon Attack. +7 to hit, range appear in an unoccupied spaces within 30 feet of the
40/160, one target. Hit 11 (2d6+5) energy damage. Shaman and remain until destroyed or the Shaman
dies. Undead summoned in this way roll initiative and
Vibroknife Melee Weapon Attack: +7 to hit, reach 5 ft., one act in the next available turn. The Shaman can have up
target. Hit: 9 (1d4+5) kinetic damage. to 6 undead summoned by this ability at a time.
Blood Trail Melee Weapon Attack: +7 to hit, reach 5 ft., one Blood Trail Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 10 (1d12+5) acid damage. On a hit the target. Hit: 9 (1d12+4) acid damage. On a hit the
Nightsister uses her blood to mark the target. Giving Nightsister uses her blood to mark the target. Giving
the Nightsister advantage on attack rolls and allowing the Nightsister advantage on attack rolls and allowing
her to always know the location of the target. The mark her to always know the location of the target. The mark
lasts until the Nightsister dies or uses her bonus action lasts until the Nightsister dies or uses her bonus action
to remove it. to remove it.

126
NIGHTSISTER CLAN MOTHER Mask of the Wild. The Nightsister can hide even when she
Medium humanoid (Dathomiri), chaotic dark is only lightly obscured by natural phenomena.
War Caster. The Nightsister has advantage on Constitution
Armor Class 15 (18 with battle precognition) saving throws that it makes to maintain it's
Hit Points 160 (21d8+63) concentration on a power when it takes damage.
Speed 30ft.
ACTIONS
Ichor Blade Melee Weapon Attack: +12 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (2d8+5) kinetic damage.
12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 22 (+6)
Ichor Shield (1/day). The Nightsister creates an Ichor shield
that surronds the nightsister and allows her to hover 5ft
Saving Throws Dex 12, Wis 11, Cha 13, above the ground. The shield moves with the nightsister
Skills Deception +13, Perception +11, Stealth +19, and makes her immune to energy, ion, and lightning
Surivial +18 damage. The shield lasts as long as the nightsister
Damage Resistances necrotic maintains concentration.
Condition Immunities charmed, frightened
Ichor Lightning. While the Ichor shield is active the
Senses passive Perception 21
nightsister can utilize her bonus action to emit ichor
Languages Galatic Basic lightning from her shield. Every creature of the
Challenge 21 (30,000 XP) nightsister's choice within a 30ft. raidus of the witch
must make a DC 21 Dexterity saving throw, taking 24
Forcecasting. The Nightsister is a 17th level forcecaster it's (8d6) lightning damage and 24 (8d6) necrotic damage on
forcecasting ability is Charisma (force save DC 21, +13 to a failed save, or half as much on a successful one.
hit with force attacks, 68 force points). The Nightsister
Blood Trail Melee Weapon Attack: +12 to hit, reach 5 ft., one
knows the following force powers:
target. Hit: 16 (2d12+4) acid damage. On a hit the
At-will: affect mind, enfeeble, force push/pull, slow Nightsister uses her blood to mark the target, giving the
1st level: battle precognition, dark side tendrils, fear, force Nightsister advantage on attack rolls and allowing her to
mask, hex, sap vitality, wound know the location of the target. The mark lasts until the
2nd level: affliction, darkshear, darkness, force camoflauge, Nightsister dies or uses her bonus action to remove it.
hallucination, mindspike, phasewalk LEGENDARY ACTIONS
3rd level: bestow curse, dark aura, force lightning horror,
The Nightsister can take 3 legendary actions, choosing
improved dark side tendrils, plague
from the options below. Only one legendary action
4th level: dominate beast, drain life, hysteria, improved force
option can be used at a time and only at the end of
camoflauge, shroud of darkness another creature's turn. The Nightsister regains spent
5th level: dominate mind, improved phasewalk, insanity, legendary actions at the start of his turn.
siphon life
6th level: eruption, force chain lightning, scourge, wrack Teleport. The Nightsister uses the Force to teleport with
7th level: force lightning cone, force project, ruin, whirlwind any equipment she is wearing or carrying, up to 120 feet
8th level: death field, earthquake, maddening darkness, master to an unoccupied space it can see.
force immunity Forcecasting. The Nightsister casts an at-will force power.
9th level: mass hysteria
Ichor Blade The Nightsister makes one ichor blade attack.
Force Resistance The Nightsister has advantage on saving
throws against force powers. Ichor Torture (costs 3 actions). The Nightsister can call upon
the force to attack any being that is marked by the
Legendary Resistance. (3/Day). When the Nightsister fails a Nightsister's blood trail. The targets must then make a
saving throw, she can choose to succeed instead. DC 21 Constitution saving throw taking 24 (8d6) necrotic
Magic of Dathomir (3/day). While on Dathomir, the damage on a failed save, or half as much on a successful
Nightsister can use her reaction to impose disadvantage one. On a failed save the target is restrained.
on the target of a force power.

127
RISHI EEL
The Rishi eel is a predator native to the Rishi moon.
They dwell in caves of the moon's canyons and have a
mouth with four mandibles. They are one of several
RISHI
species of eel in the galaxy. Rishi eel blood is almost Rishi is a tropical planet in the Rishi system which is
impossible to remove. located in the in the Abrion sector of the Outer Rim
Territories.
During the Clone Wars, the Confederacy of
Independent Systems attempted to plunder Rishi's
rich exonium mines.
RISHI EEL Because of its close proximity to Kamino, Rishi was
Huge beast, unaligned considered a last defense of the clone-producing
planet.

Armor Class 17 (natural armor)


Hit Points 172 (15d12+75)
Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 7 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3)

Saving Throws Con +7


Condition Immunities prone
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 9
Languages —
Challenge 8 (3,900 XP)

Tunneler. The eel can burrow through solid rock at half


its burrow speed and leaves a 10-foot-diameter tunnel
in its wake.

ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 23 (3d10+7) kinetic damage. If the target is
a Medium or smaller creature, it must succeed on a DC
17 Dexterity saving throw or be swallowed by the eel.
A swallowed creature is blinded and restrained, it has
total cover against attacks and other e ects outside
the eel, and it takes 17 (5d6) acid damage at the start
of each of the eel's turns.

If the eel takes 25 damage or more on a single turn


from a creature inside it, the eel must succeed on a DC
20 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the eel. If the eel dies, a
swallowed creature is no longer restrained by it and
can escape from the corpse by using 10 feet of
movement, exiting prone.

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

KX-SERIES SECURITY DROID


Medium droid, unaligned

Armor Class 15 (armor plating)


Hit Points 34 (4d8+16)
Speed 25 ft.

STR DEX CON INT WIS CHA


21 (+5) 16 (+3) 19 (+4) 13 (+1) 15 (+2) 7 (-2)

Skills Athletics +7, Perception +4, Intimidate +2


Damage Vulnerabilities ion, lightning
Damage Resistance necrotic, poison, psychic
Condition Immunities diseased, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Galactic basic, binary
Challenge 1 (200 XP)

Circuitry. The construct has disadvantage on saving


throws against e ects that would deal ion or lightning
damage.

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

Villains 129
DARK ACOLYTE
Medium humanoid (any), any alignment

Armor Class 11 (unarmored)


Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

Skills Lore +2
Senses passive Perception 10
Languages Galactic Basic and one other
Challenge 1/4 (50 XP)

Forcecasting. The acolyte is a 1st-level forcecaster. Its


forcecasting ability is Charisma (power save DC 12, +4
to hit with force attacks) and it has 6 force points. The
acolyte knows the following force powers:
At-will: denounce, force push/pull, saber reflect, saber ward
1st-level: cloud mind, slow
ACTIONS
Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., DARK ASPIRANT
one target. Hit: 4 (1d6+1) energy damage. Medium humanoid (any), any dark

Armor Class 12 (15 with battle precognition)


Hit Points 44 (8d6 + 16)
Speed 30 ft.

DARK NOVICE STR DEX CON INT WIS CHA


Medium humanoid (any), any dark
12 (+1) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

Armor Class 13 (combat suit) Saving Throws Wis +3, Cha +7


Hit Points 33 (6d8+6) Skills Lore +3, Insight +3
Speed 30 ft. Senses passive Perception 10
Languages Galactic Basic and one other
STR DEX CON INT WIS CHA Challenge 6 (2,300 XP)

11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Devotion. The dark aspirant has advantage on saving
throws against being charmed or frightened.
Skills Deception +4, Persuasion +4, Lore +2
Senses passive Perception 11 Force Shield. 3/day: When the dark aspirant is hit by an
Languages Galactic Basic and one other attack, it can use its reaction to shroud itself in Force
Challenge 2 (450 XP) energy. Until the start of its next turn, it has a +4 bonus
to AC.
Devotion. The apprentice has advantage on saving Forcecasting. The dark aspirant is a 5th-level forcecaster.
throws against being charmed or frightened. Its forcecasting ability is Charisma (Power save DC 15,
+4 to hit with force attacks) and it has 24 force points.
Forcecasting. The apprentice is a 4th-level forcecaster. Its
forcecasting ability is Wisdom (power save DC 11, +3 to The Sith High Apprentice Can use Twinned Power and
hit with force attacks) and it has 14 force points. The Heightened Power
apprentice knows the following force powers: The dark aspirant knows the following force powers:
At-will: denounce, lightning charge, saber reflect, saber ward At-will: denounce, lightning charge, saber reflect, saber ward,
1st-level: curse, sap vitality shock
2nd-level: drain vitality, force camouflage 1st-level: battle meditation, curse, sap vitality, hex, improved
feedback
ACTIONS
2nd-level: drain vitality, force camouflage
Multiattack. The apprentice makes two melee weapon 3rd-level: force lightning, choke, horror
attacks.
ACTIONS
Doublesaber. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Lightfoil. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 6 (1d8+2) energy damage.
target. Hit: 5 (1d8+1) energy damage.

130
SITH ASSASSIN
Medium Humanoid (any), any dark

Armor Class 15 (18 with battle meditation)


Hit Points 70 (10d8+20)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 20 (+5) 14 (+2) 10(+1) 16 (+3) 16 (+3)

Skills Stealth +11, Intimidation +6, Acrobatics +11,


Deception +6 Perception +6
Senses passive Perception 16
Languages Galactic Basic, Sith
Challenge 5 (1,800)

Cunning Action. On each of The Assassin's turns, it can


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

Saberwhip. Melee Weapon Attack: +8 to hit, reach 10ft.,


one target. Hit 12 (1d4+1d8+5)

131
SITH SORCERER
Medium Humanoid (any), lawful dark

Armor Class 13 (16 with battle precognition)


Hit Points 50 (9d8+9)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 20 (+5)

Skills Intimidation +8, Deception + 8, Perception + 5,


Acrobatics +6
Senses passive Perception 15
Languages Galactic Basic
Challenge 7 (2,900)

Forcecasting. The Sith Sorcerer is a 11th level forcecaster


it's forcecasting ability is Charisma (force save DC 16,
+8 to hit with force attacks, 44 force points). The Sith
Sorcerer knows the following force powers:
At-will: saber reflect, shock, slow, force push/pull
1st level: sap vitality, battle precognition
2nd level: drain vitality, hallucination, affliction, phase walk
3rd level: dark aura, plague, force lightning
4th level: shocking shield, dominate beast
5th level: siphon life, insanity, dominate mind, improved
force scream, improved phase walk
6th level: force chain lightning, wrack
Quickened Power (3/day). When the Sith Sorcerer casts a
power that has a casting time of 1 action, it can change
the casting time to 1 bonus action for this casting.
War Caster. The Sith Sorcerer has advantage on
Constitution saving throws that it makes to maintain
it's concentration on a power when it takes damage.
ACTIONS
Lightsaber. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit 6 (1d6 + 3)
REACTIONS
War Caster. When a hostile creature’s movement
provokes an opportunity attack from the Sith Sorcerer,
it can use it's reaction to cast a power at the creature,
rather than making an opportunity attack. The power
must have a casting time of 1 action and must target
only that creature.

132
SITH WARRIOR
Medium Humanoid (any), lawful dark

Armor Class 14 (17 with battle meditation)


Hit Points 70 (10d8+20)
Speed 30ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 14 (+2) 10(+1) 10 (+0) 16 (+3)

Skills Athletics + 7, Intimidation +6, Acrobatics +7,


Deception +6
Senses passive Perception 10
Languages Galactic Basic, Sith
Challenge 5 (1,800)

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

Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one


target. Hit 14 (1d8 + 2d6 + 4)

133
SITH REAVER Danger Sense. The Sith Reaver has advantage on dexterity
Medium Humanoid (any), chaotic dark saving throws against e ects it can see.
Rage Enhanced attacks. The Sith Reaver's force and melee
Armor Class 16 (+1 from two weapon mastery) attacks are enhanced by its fury adding +3 to any
Hit Points 70 (15d8+0) damage rolls the Reaver makes (included).
Speed 40ft.
Force Enhanced attacks. The Sith Reaver's primary lightfoil
attacks are enhanced by it's precision and the force
STR DEX CON INT WIS CHA adding an extra 2d8 to melee strikes (included).

14 (+2) 20 (+5) 14 (+2) 10 (+1) 12 (+1) 16 (+3) Forcecasting. The Sith Reaver is a 9th level forcecaster it's
forcecasting ability is Charisma (force save DC 15, +7 to
hit with force attacks, 18 force points). The Sith Reaver
Skills Athletics + 5, Intimidation +6, Acrobatics +8, knows the following force powers:
Deception +6
Damage Resistances kinetic and energy At-will: saber reflect, shock, force push/pull, lightning charge
Senses passive Perception 11 1st level: phase strike, hex
Languages Galactic Basic, Sith 2nd level: dark shear, darkness, phase walk
Challenge 7 (2,900) 3rd level: dark aura, knight speed, sever force, force scream
ACTIONS
Two Weapon Mastery When the Sith Reaver engages in two-
Multiattack. When the Sith Reaver makes two lightfoil
weapon ghting, it can choose to forgo it's pro ciency
bonus. If it does so, it can make an additional two- attacks and can chose to make 1 additional light foil
weapon ghting attack, also without it's pro ciency attack or two o hand lightfoil attacks.
bonus
Lightfoil. Melee Weapon Attack: +8 to hit, reach 5ft., one
Two Weapon Fighting The Sith Reaver can add it's ability target. Hit 20 (3d8 + 5 + 3)
modi er to the damage of it's two-weapon ghting Off hand Lightfoil. Melee Weapon Attack: +5 to hit, reach 5ft.,
attack. one target. Hit 11 (1d8 + 5 + 3)

134
SITH JUGGERNAUT
Medium humanoid (any), any dark

Armor Class 21 (heavy exoskeleton, heavy shield)


Hit Points 180 (19d8+95)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 12 (+1) 18 (+4) 18 (+4)

Saving Throws Str +17, Dex+6, Wis +10, Cha +10


Skills Athletics +17, Intimidation + 10, Survival +10
Damage Resistances necrotic
Condition Immunities exhaustion, frightened,
stunned, restrained
Senses passive Perception 13
Languages Galactic Basic and one other
Challenge 17 (18,000 XP)

Charger. The juggernaut can take the Dash action as a


bonus action, and if the juggernaut moves at least 10
feet in a straight line with this bonus action, it gains a 5
DARK LORD bonus to it's next melee attack’s damage roll.
Medium humanoid (any), any dark
Force Resistance. The juggernaut has advantage on
saving throws against force powers.
Armor Class 12 (15 with battle precognition)
Hit Points 99 (18d8+18) Scornful Rebuke. When a creature hits the juggernaut
Speed 30 ft. with an attack, it takes 4 psychic damage as long as the
juggernaut is not incapacitated.
Shield Master. If the juggernaut is subjected to an e ect
STR DEX CON INT WIS CHA
that allows it to make a saving throw to only take half
10 (+0) 14 (+2) 12 (+1) 15 (+2) 20 (+5) 16 (+3) damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Saving Throws Int +6, Wis +9, Cha +7 Titan's Power. The juggernaut can wield a two handed
Skills Lore +6, Insight +13 weapon in one hand. Also if he misses with an attack
Damage Resistances damage from force powers the creature takes 5 energy damage.
Senses passive Perception 10
Forcecasting. The juggernaut is an 19th-level forcecaster.
Languages Galactic Basic and one other
Its forcecasting ability is Charisma (power save DC 18,
Challenge 12 (8,400 XP)
+10 to hit with force attacks) and it has 42 force points.
The juggernaut knows the following force powers:
Force Resistance. The dark lord has advantage on saving
throws against force powers. At-will: affect mind, denounce, feedback, saber ward
1st-level: force jump, improved feedback, sap vitality, wound
Forcecasting. The dark lord is an 18th-level forcecaster. 2nd-level: darkness, drain vitality, force sight
Its forcecasting ability is Wisdom (power save DC 17, +9 3rd-level: choke, force scream, sever force
to hit with force attacks) and it has 77 force points. The 4th-level: force immunity, shroud of darkness
dark lord knows the following force powers: 5th-level: greater feedback, improved force scream,
At-will: affect mind, denounce, force push/pull, mind trick, improved phase strike
saber reflect, saber ward, shock
ACTIONS
1st-level: battle precognition, force body, hex
2nd-level: battle meditation, darkness, phasewalk Multiattack. The juggernaut makes three lightsaber pike
3rd-level: force lightning, force suppression, sever force attacks or casts a power and makes a lightsaber pike
4th-level: dominate beast, force immunity, shocking shield attack.
5th-level: improved battle meditation, improved phasewalk, Lightsaber pike. Melee Weapon Attack: +11 to hit, reach 10
telekinesis ft., one target. Hit: 19 (1d10+2d8+5) energy damage.
6th-level: force chain lightning, improved force immunity
7th-level: force lightning cone Conquering Presence (1/Day). Each creature within 30 feet
8th-level: master force immunity of the juggernaut must succeed on a Wisdom saving
9th-level: force storm throw (DC 18) or become frightened of the juggernaut
for 1 minute, and have its speed reduced to 0. At the
ACTIONS end of each of its turns, a frightened creature takes 4
Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one psychic damage and repeats this save, ending the
e ect on a success.
target. Hit: 6 (1d8+2) energy damage.

135
DARK DISCIPLE Forcecasting. The Dark Disciple is a 14th level forcecaster
Medium Humanoid (Zabrak), chaotic dark it's forcecasting ability is Charisma (force save DC 19,
+11 to hit with force attacks, 42 force points). The Dark
Disciple knows the following force powers:
Armor Class 18 (21 battle precognition)
Hit Points 120 (27d8+27) At-will: saber reflect, force push/pull,force disarm, affect mind,
Speed 30ft. saber throw, burst, psyhcic charge
1st level: slow descent, battle precognition, force jump, force
throw, phase strike, hex
STR DEX CON INT WIS CHA 2nd level: stun droid, phasewalk, darkness, force camouflage
14 (+2) 24 (+7) 16 (+3) 10(+1) 18 (+4) 20 (+5) 3rd level: dark aura, knight speed, sever force, force repulse
4th level: improved force camoflauge
Saving Throws* Dex +13, Wis +10, Cha +11 5th level: telekinesis
Skills Intimidation + 11, Perception +10, Acrobatics 6th level: crush, rage
+19, Deception +11 ACTIONS
Damage Resistances kinetic and energy damage from
Multiattack. The Dark Disciple makes two lightfoil attacks
unenhanced weapons, damage from force powers
and can chose to make 1 additional light foil attack or
Senses passive Perception 20
two o hand lightfoil attacks.
Languages Galactic Basic
Challenge 18 (20,000) Lightfoil. Melee Weapon Attack: +10 to hit, reach 5ft., one
target. Hit 23 (4d8 + 7)
Avoidance. If the Dark Disciple is subjected to an e ect
Off hand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5ft.,
that allows it to make a saving throw to only take half
damage, it instead takes no damage if it succeeds on the one target. Hit 10 (1d8 + 7)
saving throw, and only half damage if it fails. REACTIONS
Battle Precognition. Dark Disciple casts battle precognition Parry Dark Disciple adds 6 to her AC against one melee
on herself every morning. attack that would hit her. To do so, Dark Disciple must
see the attacker and be wielding a melee weapon.
Cunning Action. On each of its turns, the Dark Disciple can
use a bonus action to take the Dash, Disengage, or Hide LEGENDARY ACTIONS
action. Dark Disciple can take 3 legendary actions, choosing
Legendary Resistance (3/Day). When the Dark Disciple fails a from the options below. Only one legendary action
option can be used at a time and only at the end of
saving throw, she can choose to succeed instead.
another creature's turn. Dark Disciple regains spent
Surprise Attack (1/rest). If the Dark Disciple surprises a legendary actions at the start of her turn.
creature and hits it with an attack on the Dark Disciple's
rst turn in combat, the attack deals an extra 2d6 Move. Dark Disciple can move up to her speed without
damage to it. provoking opportunity attacks.
Two-Weapon Defense. The Dark Disciple gains a +1 bonus Forcecasting. Dark Disciple casts an at-will force power.
to AC while wielding a weapon in each hand (included). Saber. Dark Disciple makes one Saber attack.

136 Villains
SITH DREADLORD Force Resistance. The dreadlord has advantage on saving
Medium Humanoid (Human), lawful dark throws against a force powers.
Yorik Coral Exoskeloton. Unless the damage from a single
Armor Class 22 (yorik coral heavy exoskeleton) attack or e ect exceeds 15 points, the dreadlord takes
Hit Points 140 (25d8+25) no damage from that attack. If the dreadlord takes an
Speed 40ft. amount of damage from a single attack or e ect equal
to or greater than its damage threshold, it takes damage
as normal.
STR DEX CON INT WIS CHA
ACTIONS
26 (+8) 20 (+5) 16 (+3) 16(+3) 18 (+4) 20 (+5)
Multiattack. The dreadlord can use his Frightful Presence.
He then makes two martial lightsaber attacks and can
Saving Throws Str 15, Dex +12, Wis +11, Cha +12 chose to make 1 additional martial lightsaber attack or
Skills Athletics +22, Intimidation +12, Perception +11, two o hand martial lightsaber attacks.
Acrobatics +19, Deception +11
Damage Resistances cold, lightning, damage from Frightful Presence. Each creature of the dreadlord's choice
force powers that is within 90 feet of the dreadlord and aware of him
Damage Immunities kinetic, ion and energy damage must succeed on a DC 20 Wisdom saving throw or
from unenhanced weapons become Frightened for 1 minute. A creature can repeat
Condition Immunities charmed, frightend the saving throw at the end of each of its turns, ending
Senses passive Perception 21 the e ect on itself on a success. If a creature’s saving
throw is successful or the e ect ends for it, the creature
Languages Galactic Basic
is immune to Dreadlord's Frightful Presence for the next
Challenge 23 (50,000) 24 hours.

Light Weapon Expert. Once per turn when the dreadlord Martial Lightsaber. Melee Weapon Attack: +15 to hit, reach
rolls damage for a weapon attack using a lightweapon it 5ft., one target. Hit 24 (4d8+8)
can reroll the weapon’s damage dice and use either Off hand Martial Lightsaber. Melee Weapon Attack: +8 to hit,
total. reach 5ft., one target. Hit 24 (4d8+8)
Legendary Resistance (3/Day). When the dreadlord fails a REACTIONS
saving throw, he can choose to succeed instead.
Parry The Dreadlord adds 7 to his AC against one melee
Forcecasting. The dreadlord is a 20th level forcecaster it's attack that would hit him. To do so, the dreadlord must
forcecasting ability is Charisma (force save DC 20, +12 to see the attacker and be wielding a melee weapon.
hit with force attacks, 60 force points). The dreadlord
knows the following force powers:
LEGENDARY ACTIONS
The dreadlord can take 3 legendary actions, choosing
At-will: affect mind, burst, force disarm, force push/pull, from the options below. Only one legendary action
lightning charge, psyhcic charge, saber reflect, saber throw, option can be used at a time and only at the end of
shock another creature's turn. The dreadlord regains spent
1st level: force jump, force throw, hex, phase strike, slow legendary actions at the start of his turn.
descent
2nd level: darkness, dark shear, phasewalk Move. The dreadlord moves up to his speed without
3rd level: choke, dark aura, force lightning, force repulse, provoking opportunity attacks.
knight speed, sever force Forcecasting. The dreadlord casts an at-will force power.
4th level: shocking shield
5th level: improved force scream, improved phase strike, Saber. The dreadlord makes one martial lightsaber attack.
improved phase walk, telekinesis
6th level: crush, force lightning, rage
7th level: force lightning cone, ruin

137
FIRST ORDER WARLORD Legendary Resistance (3/Day). When Warlord fails a saving
Medium humanoid (human), chaotic dark throw, he can choose to succeed instead.
Reckless. At the start of its turn, the Warlord can gain
Armor Class 20 advantage on all melee weapon attack rolls during that
Hit Points 207 (19d8+114) turn, but attack rolls against it have advantage until the
Speed 30ft. start of its next turn.
Relentless (Recharges after a Short or Long Rest). If the Warlord
STR DEX CON INT WIS CHA takes 30 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.
22 (+6) 18 (+4) 22 (+6) 12 (+1) 12 (+1) 20 (+5)
Unarmored Defense. While wearing no armor and not
wielding a shield, the Warlord adds his Constitution
Saving Throws Str +13, Cha +12, Con +13 modi er to AC.
Skills Acrobatics +11, Athletics +19, Intimidation +17,
Perception +8, Piloting +15 Unstable Kyber Crystal. The Warlords greatsaber is able to
Damage Resistances kinetic and energy from bypass resistances and immunities to energy damage.
unenhanced weapons The Warlord attacks score a critical on a roll of 18-20.
Condition Immunities charmed, frightened ACTIONS
Senses passive perception +18
Multiattack. When the Warlord makes three greatsaber
Languages Basic, Shyriiwook, Sith
attacks.
Challenge 21 (30,000 XP)
Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one
Disarming Strike (3/day). When the Warlord hits on an target. Hit 20 (2d8+2d6+6) energy damage.
attack he can try to disarm the target. The Warlord adds
1d8 to the damage and the target must succeed a DC 21 REACTIONS
Strength saving throw or drop the item they are holding. Force Immobilize. When the rst Warlord is hit by a ranged
attack, before damage is applied he can use his reaction
Forcecasting. The Warlord is a 15th level forcecaster it's
to attempt to stop the attack. The Warlord rolls 1d20+12.
forcecasting ability is Charisma (force save DC 20, +12 to
If the result is greater than or equal to the initial attack,
hit with force attacks, 45 force points). The Warlord
the Warlord can stop the projectile in an open space
knows the following force powers:
between the target and himself. The Warlord can then
At-will: affect mind, force disarm, force push/pull, saber reflect, use a bonus action on his turn to unfreeze or redirect
saber throw, sonic charge the projectile.
1st level: burst of speed, fear, force jump, force propel, phase LEGENDARY ACTIONS
strike, slow descent
The Warlord can take 3 legendary actions, choosing
2nd level: coerce mind, force throw, phasewalk from the options below. Only one legendary action
3rd level: choke, dark aura, force repulse, knight speed, sever option can be used at a time and only at the end of
force another creature's turn. Warlordregains spent legendary
4th level: dominate beast actions at the start of his turn.
5th level: dominate mind, telekinesis, improved phase strike
6th level: crush, rage, telekinetic burst Move. Warlord can move up to his speed without
provoking opportunity attacks.
Great Weapon Fighting. The Warlord can reroll a 1 or 2 on a
damage die for a melee attack. The Warlord must use Forcecasting. Warlord can cast an at-will force power.
the new roll. Martial Lightsaber Warlord makes one Lightsaber attack.

138
SITH LORDS
Sith Lord is a title conferred on members of various Sith Orders who had both considerable knowledge of and
strength in the dark side of the Force.
Revan's Sith Empire granted this title to its high-ranking members, with the Dark Lord of the Sith as the most
powerful and their leader. However, the majority of the dark-side users were known as Dark Jedi.
Vitiate's Sith Empire granted the title to mid-ranking members, usually those who had passed their apprenticeships
and were not o cially controlled by other Lords. Lords of the Sith ranked above Overseers and below Darths.
In both Revan's and Vitiate's Sith Empires, those who aspired to become a Sith Lord had to train at Korriban's Sith
Academy and pass several brutal trials that tested their prowess and strength in the dark side. If they succeeded,
they were admitted to the Order as a new Sith Lord.
The New Sith under Darth Ruin was in power during the Dark Ages of the Jedi. Sith Lords then stalked the galaxy,
until the organization eventually fell to in ghting, and broke into individual Sith Lords.
Lord Kaan's The Brotherhood of Darkness gave all Sith Lords nominal equal status among the Sith. This strategy
was created to prevent the Sith from killing each other, which had been the natural order of the dark side until the
formation of the Brotherhood.
At the end of the rst war between the Jedi and Sith, Bane saw this as a violation of the natural order of the Sith
and cleansed the Order by destroying Lord Kaan's Brotherhood and supplanting it with his own Rule of Two; two Sith,
one master to embody the power and one to crave it. In most cases, the apprentice was trained until he or she was
strong enough in the Force to kill his or her master.
After the Galactic Civil War, Darth Krayt abandoned the Rule of Two to rebuild the Sith, thus multiplying the
population of the Sith Lords hugely, all under the rule of Darth Krayt. They then attacked the Empire after the Sith–
Imperial War and ruled the galaxy.
The term "Sith Lord" generally encompassed members of both sexes, although some female Sith such as Lumiya,
Tahiri Veila, Olaris Rhea and Vestara Khai were styled Sith Lady.
Originally, "Sith Lord" referred to a high-ranking member of the Sith race's society. As the Sith civilization
progressed, many claimed the title and battled against each other to earn the superior title of Sith'ari: the Sith
Overlord; Adas and Dathka Graush were such Overlords.
Villains 139
SITH TRIUMVERATE His brutality, strength, and sheer will were things
noted by Traya, but the two soon came to despise each
The Sith Triumvirate was a loose alliance of what other due to Sion's lack of understanding, or perhaps
remained of Darth Revan's Sith Empire that almost his uncaring attitude towards Traya's understanding of
destroyed the Jedi Order during the era of strife that strength, which was in direct opposition to his almost
took place after the Jedi Civil War. It was solidi ed slavish reliance upon the Force for his mere survival,
sometime after the Battle of Rakata Prime. This which is something Traya saw as a glaring weakness.
organization was made up of several, if not hundreds
of Sith apprentices, Sith Masters, and, most "Yes… of pain he has learned much. Of knowledge, of
importantly, Sith assassins. It was responsible for the teaching, he knows nothing."
near complete destruction of the Jedi Order during the ―Kreia
First Jedi Purge and the attack on Katarr.
The Triumvirate was led by three joint Dark Lords of
the Sith: Darth Traya, and her two apprentices, Darth
Nihilus, and Darth Sion. These three were all under DARTH NIHILUS, LORD OF HUNGER
tutelage at the Trayus Academy on Malachor V. During Little was known of Darth Nihilus's history. He was
their time studying the dark side, they learned of most likely a Jedi during the Mandalorian Wars, who
speci c traits and skills that they had, styling had followed Revan to war. Nevertheless, he ended up
themselves as unique titles for Lords of the Sith. ghting at Malachor V. One of the battle's few
survivors, he was stranded in orbit around the planet.
DARTH TRAYA, LORD OF BETRAYAL His high Force potential and power were demonstrated
Darth Traya, before her fall to the dark side, was a Jedi when he tore his new agship, Ravager from the
Master named Kreia. Kreia was very contemplative and gravity well. The ship was barely space-worthy, severely
philosophical. She was one of the many teachers who damaged by Mandalorian artillery. It also contained a
trained Revan, who later became an infamous Sith crew, drained of all life and emotion by its captain.
Lord and important gure in galactic history. Revan, Nihilus came upon the Trayus Academy at some time,
along with his friend, Malak, led the crusade against seeking training from Traya. He received it, sharing
the Mandalorians. Many of her other students equal prestige with another student, Darth Sion.
succumbed to Revan's beliefs and joined him. Kreia During his time at the academy, he learned how to
was (wrongfully) blamed for Revan's actions, and was drain the Force, create wounds in it, and use Kreia's
cast out of the Jedi Order. She questioned her beliefs echoes to his advantage. Eventually, his training and
and began searching for answers, meeting those she abilities made him into a shell of his former self, a
had a ected through her teachings. Eventually, she wound in the Force, corrupting those around him.
came to Malachor V, a dead world, powerful in the dark Nihilus was di erent from other Sith in that he never
side. She was curious, the Sith ruins drawing her in. sought to rule the galaxy or to create a new order; his
She became overpowered with the allure of the dark purpose was to destroy all life everywhere in order to
side, and became Darth Traya, Lord of Betrayal, having satisfy his hunger.
been betrayed by the Jedi, and ready to betray in turn.
She attained the title of headmistress of the Trayus "He is a wound in the Force, more presence than flesh, and in
Academy, able to hold any students willing to ght for his wake life dies, sacrificing itself to his hunger."
the cause of the Sith: to destroy the Jedi. ―Visas Marr to the Jedi Exile

"…But there must always be a Darth Traya, one that holds the
knowledge of betrayal. Who has been betrayed in their heart, TRAYUS ACADEMY
and will betray in turn."
The Trayus Academy was an ancient Sith academy
―Darth Traya
located on the planet Malachor V. The Jedi Knight
Revan discovered the abandoned structure during the
Mandalorian Wars. The buried relics of Sith civilization
DARTH SION, LORD OF PAIN that he uncovered there paved the way for his fall to
In the wake of the power vacuum that divided the Sith the dark side and inspired his attempt to conquer the
on Korriban, one notable Sith that emerged from the Galactic Republic during the Jedi Civil War. After Darth
wreckage of Revan's Empire was Darth Sion. A twisted Revan's forces were defeated in that con ict, the
and broken shell of a man, Sion was a patchwork of Academy continued to serve as the headquarters of
thousands of fragments of his original body, which had the Sith Triumvirate and the training ground for the
been destroyed again and again over the years. His Sith assassins until Malachor V was destroyed in 3951
cracked and decaying body was held together by sheer BBY.
force of will and the dark side of the Force; he used the
constant intense pain and agony of his condition to "It is ancient, a relic that survived the destruction of
fuel his power, his hatred, and his body. Sion ed Malachor. It was always here, far before the Mandalorian
Korriban, coming to Malachor V, where he found the Wars. It draws death and hate to it, channels it. Atrocities
Trayus Academy, and his new master, Darth Traya. feed its power, and with its power, it creates hunger. Many
Jedi have been consumed by it."
―Darth Sion

140
SITH BETRAYER Refocused Power. When the sith is forced to make a
Medium humanoid, lawful dark Constitution saving throw to maintain concentration on
a power, it can use its reaction and spend 2 force points
to automatically succeed on the saving throw.
Armor Class 19 (Saber Storm)
Hit Points 162 (17d8+85) Steal the Force. When the sith betrayer reduces a creature
Speed 30 ft. to 0 hit points, it gains 6 force points, up to its
maximum.
Storm of Sabers. The sith betrayer adds 6 to its AC and
STR DEX CON INT WIS CHA
Constitution saving throws to maintain concentration on
8 (-1) 16 (+3) 20 (+5) 20 (+5) 22 (+6) 22 (+6) force powers.

Saving Throws Con +11, Int +11, Wis +12, Cha +12
ACTIONS
Skills Acrobatics +9, Deception +20, Insight +12, Multiattack. The sith betrayer makes three saber storm
Intimidation +12, Lore +20, Perception +12, Stealth attacks, or it casts a power and makes a saber storm
+9 attack.
Damage Immunities kinetic and energy damage from Saber Storm. Melee or Ranged Power Attack: +12 to hit, range
unenhanced weapons 40 ft., one target. Hit: 19 (3d8+6) energy damage.
Condition Immunities charmed, frightened
Senses passive perception 22 Sever Connection (Recharge 6). The sith betrayer targets a
Languages Galactic Basic, Binary, Shyriiwook, Sith; creature within 60 feet that can cast a force power and
Telepathy 120 ft. attempts to disrupt their ability to use the force. The
Challenge 19 (22,000 XP) target creature must succeed on a DC 20 Constitution
saving throw. On a success, nothing happens. On a
failure, the target creature is unable to cast force
Deceiver. The sith betrayer has advantage on Charisma
powers, and any attempt results in the power failing.
(deception) checks. A ected creatures can repeat the saving throw at the
Forcecasting. The Sith Betrayer is an 20th-level end of subsequent turns, ending the e ect on a success.
forcecaster. Its forcecasting ability is Charisma (power LEGENDARY ACTIONS
save DC 20, +12 to hit with force attacks) and it has 85
force points. The Betrayer knows the following force The sith betrayer can take 3 legendary actions, choosing
powers: from the options below. Only one legendary action
option can be used at a time and only at the end of
At-will: affect mind, denounce, force push/pull, mind trick, another creature's turn. The sith betrayer regains spent
psychic charge, saber reflect legendary actions at the start of its turn.
1st-level: breath control, force propel, hex, wound
2nd-level: battle meditation, beast trick, darkness, mind spike, At-Will Power. The sith betrayer casts an at-will power.
phasewalk Saber Storm. The sith betrayer makes a saber storm
3rd-level: choke, force lightning, horror, plague, sever force attack.
4th-level: dominate beast, force immunity, improved force
Forcecasting (1 legendary action per power level). Sith Betrayer
camouflage
can cast a force power by spending a number of
5th-level: dominate mind, improved phasestrike, improved
legendary actions equal to the power level.
phasewalk, telekinesis
6th-level: crush, force chain lightning, mass coerce mind Destroy the Force (Costs 3 Actions). The sith betrayer uses its
7th-level: force lightning cone, ruin Sever Connection action if its available. A creature that
8th-level: death field, master force immunity fails the saving throw takes an added 45 (10d8) psychic
9th-level: force storm, master feedback damage.

Force Resistance. The sith has advantage on saving throws


against force powers and e ects.
Hidden from the Force. The sith betrayer cannot be
detected using force powers.
Pinpoint Power. When it casts a power that allows it to
force creatures in an area to make a saving throw, the
sith can instead spend 1 force point and make a ranged
force attack against a single target that would be in the
range. On a hit the target su ers the e ects as though
they failed their saving throw.

141
SITH ANATHEMA Refocused Power. When the anathema is forced to make a
Medium humanoid, chaotic dark Constitution saving throw to maintain concentration on
a power, it can use its reaction and spend 2 force points
to automatically succeed on the saving throw.
Armor Class 18 (natural armor)
Hit Points 200 (21d8+105) Regeneration. The Sith Anathema regains 15 hitpoints at
Speed 30 ft. the start of its turn, as long as it has 1 hit point.
Retaliation Strike. Whenever it deals damage, the Sith
STR DEX CON INT WIS CHA Anathema deals an additional 6 (1d12) damage, as long
as it took damage since the start of its last turn.
22 (+6) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 20 (+5)
Upheld by the Force (2/day). As an action, the Sith can gain
resistance to energy and kinetic damage for one minute,
Saving Throws Str +12, Con +11, Wis +9, Cha +11 or until it is reduced to 0 hitpoints.
Skills Athletics +12, Insight +9, Intimidation +14,
Perception +9 ACTIONS
Damage Resistances necrotic, poison; kinetic and Multiattack. The Sith Anathema makes two Lightsaber
energy damage from unenhanced attacks. attacks and one Necrotic Strike attack.
Condition Immunities charmed, exhaustion,
frightened, poisoned Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Senses blindsight 30 ft. target. Hit: 19 (3d8+6) energy damage.
Languages Galactic Basic, Sith Necrotic Strike. Melee Power Attack: +11 to hit, range 5 ft.,
Challenge 20 (25,000 XP) one target. Hit: 21 (6d6) necrotic damage. The target
must succeed on a DC 19 Constitution saving throw or
Forcecasting. The Sith Anathema is an 14th-level have their hit point maximum reduced by an amount
forcecaster. Its forcecasting ability is Charisma (power equal to the damage taken. Creatures that have their
save DC 19, +11 to hit with force attacks) and it has 61 hitpoint maximum reduced to 0 by this attack are slain
force points. The Sith Anathema knows the following instantly.
force powers:
The Force Unleashed (Recharge 6). As an action, the
At-will: affect mind, denounce, force push/pull, saber reflect, Anathema can choose a point within 60 feet. Each
shock creature of its choice within 30 feet of that point must
1st-level: force body, force jump, phasestrike, wound make a DC 19 Constitution saving throw. On a failed
2nd-level: darkness, drain vitality, force throw, phasewalk save, a creature takes 27 (5d10) force damage and
3rd-level: choke, force lightning, force suppression, sever su ers 1 level of exhaustion. On a successful save, a
force creature takes half damage and does not su er
exhaustion.
4th-level: drain life, force immunity, shocking shield
5th-level: improved phasestrike, improved phasewalk, For each creature that fails this saving throw, a creature
telekinesis friendly to the Anathema within 30 feet of the point can
6th-level: crush, rage regain hit points equal to the amount of damage dealt. A
7th-level: ruin friendly creature can only gain this bene t once per
turn.
Pinpoint Power. When it casts a power that allows it to
force creatures in an area to make a saving throw, the REACTIONS
anathema can instead spend 1 force point and make a Force Shield. In response to an attack, the Sith Anathema
ranged force attack against a single target that would be can surround itself in force energy. Until the start of its
in the range. On a hit the target su ers the e ects as next turn, the Sith Anathema adds 5 to its AC.
though they failed their saving throw.

142
SITH DEVOURER Force Detection. The Sith can sense the presence and
Medium aberration, neutral dark direction of a cast force power within 120 ft.
Force Resistance. The Sith has advantage on saving throws
Armor Class 21 (unarmored defense) against force powers.
Hit Points 230 (20d8+140)
Legendary Resistance (3/day). If the sith fails a saving throw,
Speed 30 ft.
it can choose to succeed instead.
Unarmored Defense. While the the glutton is wearing no
STR DEX CON INT WIS CHA armor or shield, its AC includes its Consitution modi er.
18 (+4) Dex (+4) 24 (+7) 16 (+3) 16 (+3) 21 (+5) ACTIONS
Multiattack. The sith glutton makes three lightsaber
Saving Throws Dex +11, Con +14, Wis +10, Cha +12
attacks. It can replace one attack with a drain life attack.
Skills Athletics +11, Acrobatics +11, Insight +10,
Intimidation +12, Lore +9, Perception +10 Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Resistances lightning, psychic target. Hit: 17 (3d8+4) energy damage.
Damage Immunities necrotic, poison; kinetic and
energy damage from unenhanced weapons Drain Life. Melee Power Attack: +12. to hit, reach 5 ft., one
Condition Immunities blinded, charmed, deafened, target. Hit: 19 (4d6+5) necrotic damage. The target must
exhaustion, frightened, incapacitated, poisoned, succeed on a DC 20 Constitution saving throw or its hit
unconscious point maximum is reduced by an amount equal to the
damage taken from this attack, and the sith regains an
Senses darkvision 120ft., truesight 120 ft., passive
equal number of hit points. This reduction lasts until the
perception 20 target nishes a long rest. The target dies if this e ect
Languages Understands Sith and Galactic Basic but reduces its hit point maximum to 0.
rarely speaks
Challenge 22 (41,000 XP) The Hungering Void (Recharge 5-6). The sith devourer draws
all force energy in a 30-foot radius toward it. Every
creature of the sith’s choosing in the a ected area takes
Aura of Hunger. The sith gains 10 (3d6) temporary hit
18 (4d6+5) necrotic damage, or half damage with a
points whenever a creature dies within 20 feet of it.
successful DC 20 Constitution saving throw and the sith
Devourer of Life. Enemies have disadvantage on death glutton gains hit points equal to half the damage taken.
saving throws while within 30 feet of the sith devourer. REACTIONS
Eternal (1/rest). If the sith devourer takes damage that Rebuke of Annihilation. When the sith devourer takes
would reduce it to 0 hit points, it is reduced to 1 hit point damage from a creature it can see within 60 feet, the
instead. The sith cannot use this ability again until after attacker takes necrotic damage equal to half the
a short or long rest. damage it did to the sith.
Forcecasting. The sith devourer is an 20th-level LEGENDARY ACTIONS
forcecaster. Its forcecasting ability is Charisma (power The sith glutton can take 3 legendary actions, choosing
save DC 20, +12 to hit with force attacks) and it has 85 from the options below. Only one legendary action
force points. The sith knows the following force powers: option can be used at a time and only at the end of
At-will: affect mind, denounce, force push/pull, necrotic another creature’s turn. It regains spent legendary
charge, saber reflect actions at the start of its turn.
1st-level: battle precognition, force body, hex, sap vitality At-Will Power. The Sith Devourer casts an at-will power.
2nd-level: darkness, drain vitality, phasewalk
3rd-level: choke, dark aura, force lightning, sever force Drain Life. The Sith Devourer uses its drain life action.
4th-level: force immunity, shocking shield, shroud of darkness Death Incarnate (Costs 2 Actions). The Sith Devourer disrupts
5th-level: improved force scream, improved phasewalk, the ow of the force in a radius centered on itself. Until
telekinesis the start of the glutton’s next turn, no creature within 30
6th-level: crush, force chain lightning, improved force feet of it can regain hit points.
immunity
7th-level: force lightning cone, ruin Vociferation of the Void (Costs 3 Actions). The Sith makes a
8th-level: death field deadly sonic attack. Each creature within 20 feet of the
sith must succeed on a DC 20 Constitution saving throw
9th-level: kill
or be stunned until the end of the sith’s next turn.

143
RULE OF TWO
A decade later, Bane began to worry that his
Darth Bane, born under the name of Dessel, was the apprentice was too weak to overthrow him and
Sith'ari and the Dark Lord of the Sith responsible for assume the mantle of Dark Lord of the Sith, as was
creating the Rule of Two. Born in 1026 BBY, he was necessary under the Rule of Two. He began to research
raised as a poor miner on the Outer Rim planet the secrets to prolonging his life by transferring his
Apatros. After killing a Galactic Republic ensign in a essence to another body, and traveled to Prakith,
ght in 1003 BBY, Dessel was in danger of being where he claimed the holocron of the ancient Darth
arrested and imprisoned by the Republic. With the help Andeddu. After returning from Prakith, Bane was
of his friend Groshik, he escaped o -world to join the ambushed by a team of assassins hired by Caleb's
Sith Brotherhood of Darkness. Initially serving as a foot daughter, Serra, and was captured. Taken to Doan,
soldier in the Gloom Walkers unit, he was recognized Bane was imprisoned and interrogated, only to covertly
as a Force-sensitive, and taken to the Sith Academy on gain his freedom soon afterward. Encountering Zannah
Korriban. on Doan, Bane dueled his apprentice, who sought to
Bane, as he had been christened, quickly became become the new Dark Lord. The ght ended in a draw,
one of the best students at the Academy before he lost with Bane escaping and heading to Ambria with Darth
his faith in the dark side of the Force. Though Bane was Cognus, an Iktotchi assassin skilled in use of the dark
able to regain his con dence in the dark side, he lost side.
his trust in the Brotherhood of Darkness, believing it to There, Bane, who had taken the Iktotchi Darth
be a awed organization whose leader, Skere Kaan, Cognus as his new apprentice, called Zannah to meet
was a coward and a fool. Deserting the order, he went him on Ambria, where they dueled for the nal time.
to the planet Lehon and studied the holocron of Darth Zannah was initially overwhelmed by her Master's
Revan and, armed with new knowledge, helped destroy attacks, but she was able to use her sorcery to injure
the Brotherhood, allowing him to create his own Sith him. As a last resort, Bane attempted to transfer his
Order. He then instituted a Rule of Two, which stated essence into her body, but was defeated when
that there could be only two Sith to avoid the in ghting Zannah's spirit condemned his to the void of the dark
that had plagued the Sith for millennia. He also took side. Zannah then took Darth Cognus as her apprentice
both the title of Darth and an apprentice named Darth and continued Bane's legacy as Dark Lord of the Sith.
Zannah. Nearly a millennium later, Bane's Sith Order defeated
In his journeys through a Sith tomb, he was attacked the Jedi Order and overthrew the Republic.
by a number of beetle-like creatures. Bane was unable
to keep them away, and many of them attached to his "I wondered why you chose this place to meet. I thought it
skin. He discovered that the creatures were parasites might have some symbolic meaning for you. The last time we
called orbalisks that could not be removed. Though were here you were too weak to even stand. You were
they caused the Dark Lord to be in constant pain, their helpless, and you thought I had betrayed you to the Jedi. You
shells were impenetrable; even lightsabers could not said you would rather die than be a prisoner for the rest of
crack them. The orbalisks covering nearly all of Bane's your life. You wanted me to take your life. But I refused."
body formed an impervious suit of armor. "You knew I still had things to teach you. You swore you
Furthermore, they gave Bane tremendous healing would not kill me until you had learned all my secrets."
abilities, and pumped chemicals into his bloodstream, "That day is here. I have surpassed you, Bane. Now I am the
enhancing his connection to the Force while increasing Master."
his rage, thus boosting his power in battle. Because "Then prove it."
they increased his capabilities while causing him to ―Darth Zannah and Darth Bane
su er unending pain, Bane viewed the creatures as
both a gift and a curse.
In 990 BBY, ten years after the destruction of the SITH'ARI
Brotherhood, Bane sought to learn how to create a Sith'ari was a title that, in the ancient Sith, meant
holocron, through which he would pass down his "Lord" or "Overlord," rst claimed by King Adas. After
knowledge to future Sith Lords. The Sith journeyed to Adas's death, the term became the subject of a legend
the Deep Core world of Tython to locate the Sith prophesying the coming of a being that would lead and
holocron of the ancient Dark Lord Belia Darzu. destroy the Sith, but in doing so would make the Sith
However, while Bane was on Tython, the Jedi Order more powerful than ever before. In this context, the
learned of his existence, and sent a group of Jedi to kill term came to mean "perfect being" or "god."
him and his apprentice. Once the Jedi arrived, they
confronted the two Sith in Darzu's fortress. Though
outnumbered, the Sith were able to defeat the Jedi;
however, Bane was grievously injured. Zannah took THE SITH'ARI PROPHESY
him to Ambria, where she convinced the healer Caleb The Sith'ari will be free of limits.
to help them. Caleb noti ed the Jedi Council, only to The Sith'ari will lead the Sith and destroy them.
have Zannah use her powers to drive Caleb's assistant The Sith'ari will raise the Sith from death and make them
Darovit insane. Zannah killed Caleb, then hid herself stronger than before.
and Bane. When the Jedi arrived, they killed Darovit,
believing him to be the Sith Lord. Thus, the Sith were
believed destroyed.

144
145
THE SITH'ARI Pinpoint Power. When the sith’ari cast a power that allows
Medium humanoid, lawful dark it to force creatures in an area to make a saving throw,
the sith’ari can instead spend 1 force point and make a
ranged force attack against a single target that would be
Armor Class 18 (Orbalisk Armor)
in the range. On a hit the target su ers the e ects as
Hit Points 257 (27d8+135) though they failed their saving throw.
Speed 30 ft.
Quickened Power. When the sith’ari casts a power that has
a casting time of 1 action, it can spend 2 additional force
STR DEX CON INT WIS CHA points to change the casting time to 1 bonus action for
this casting.
22 (+6) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 24 (+7)
Orbalsik Armor. The Sith’ari wears armor comprised of
Saving Throws Str +13, Con +12, Wis +12, Cha +14 Orbalisk parasites. While wearing the armor, the Sith’ari
Skills Athletics +13, Acrobatics +10, Intimidaion +14, is immune to damage from unenhanced sources, and
Lore +14, Perception +12 has resistance to damage from enhanced weapons. If
the Sith’ari takes Lightning damage, this trait does not
Damage Resistances kinetic and energy damage from
function until the start of its next turn.
enhanced weapons
Damage Vulnerabilities lightning damage Orbalisk Regeneration. The sith’ari regains 25 hit points at
Damage Immunities kinetic and energy damage from the start of its turn if it has at least 1 hit point. If the
unenhanced weapons sith’ari takes Lightning damage this trait does not
Condition Immunities charmed, frightened function until the start of its next turn.
Senses passive perception 22 ACTIONS
Languages Galactic Basic, Sith
Challenge 21 (30,000 XP) Multiattack. The Sith’ari makes four melee attacks, or casts
a power and makes a melee attack.
Legendary Resistance (3/day). If the Sith’ari fails a saving Martial Lightsaber. Melee Weapon Attack: Melee Weapon
throw, it can choose to succeed instead. Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8+6)
energy damage.
Forcecasting. The Sith’ari is an 18th-level forcecaster. The
Sith’ari’s forcecasting ability is Charisma (power save DC LEGNEDARY ACTIONS
22, +14 to hit with force attacks) and it has 87 force
The Sith'ari can take 3 legendary actions, choosing from
points. The Sith’ari knows the following force powers:
the options below. Only one legendary action option can
At-will: affect mind, denounce, feedback, force push/pull, be used at a time and only at the end of another
necrotic charge, saber reflect creature’s turn. Sith'ari regains spent legendary actions
1st-level: force jump, improved feedback, sap vitality, wound at the start of its turn.
2nd-level: darkness, drain vitality, force sight, force throw
At-Will Power. The Sith'ari casts an at-will power.
3rd-level: choke, force lightning, force scream, knight speed,
sever force Move. The Sith'ari moves up to its speed without
4th-level: drain life, force immunity, improved force provoking attacks of oppurtunity.
camouflage, shroud of darkness
Forcecasting (1 legendary action per power level). Sith'ari can
5th-level: greater feedback, improved force scream, improved
cast a force power by spending a number of legendary
phase strike, telekinesis actions equal to the power level.
6th-level: crush, force chain lightning
7th-level: force lightning cone, ruin Deathblow (Costs 3 Actions). The Sith'ari makes a melee
8th-level: death field attack. If the attack hits, the Sith'ari deals maximum
damage, and the target cannot regain hit points until the
Force Resistance. The Sith’ari has advantage on saving end of its next turn.
throws against force powers.

146
SITH USURPER Force Resistance. The sith usurper has advantage on
Medium humanoid, lawful dark saving throws against force powers and e ects.
Legendary Resistance (3/day). If the sith usurper fails a
Armor Class 16 (19 with battle precognition, 21 with saving throw, it can choose to succeed instead.
knight speed)
Hit Points 144 (17d8+68) Overpower. As a bonus action, the usurper can energize
Speed 40 ft. its force powers until the start of its next turn. A creature
has disadvantage on its saving throws against an
overpowered power. Attack rolls against the sith usurper
STR DEX CON INT WIS CHA have advantage until the start of its next turn.

14 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3) +22 (+6) Quickened Power. When the usurper casts a power that
has a casting time of 1 action, it can spend 2 additional
force points to change the casting time to 1 bonus action
Saving Throws Dex +11, Wis +9, Cha +12 for this casting.
Skills Athletics +8, Acrobatics +11, Deception +12,
Intimidation +12, Lore +9, Perception +9 Twinned Power. When the sith casts a power that targets
Damage Resistances kinetic and energy damage from only one creature and doesn’t have a range of self, it can
unenhanced attacks. spend a number of additional force points equal to the
Condition Immunities charmed, frightened power’s level to target a second creature in range with
the same power (1 force point if the power is at-will).
Senses passive perception 20
Languages Galactic Basic, Sith ACTIONS
Challenge 18 (20,000 XP) Multiattack. The Sith Usurper makes three attacks.

Cunning Action. The sith can use a bonus action to take Doublesaber. Melee Weapon Attack: +11 to hit, reach 5 ft.,
the Dash, Disengage, or Hide action. one target. Hit: 18 (3d8+5) energy damage.
Forcecasting. The sith usurper is a 16th-level forcecaster. Shadow Step (Recharge 5-6). The sith usurper teleports to
Its forcecasting ability is Charisma (power save DC 21, an unoccupied point it can see within 60 feet and use its
+12 to hit with force attacks) and it has 70 force points. Multiattack. It makes the rst attack with advantage, and
The sith usurper knows the following force powers: the attack deals an additional 11 (3d6) energy damage
on a successful hit.
At-will: affect mind, denounce, force push/pull, mind trick,
saber reflect, saber ward, shock LEGENDARY ACTIONS
1st-level: battle precognition, dark side tendrils, fear, force The sith usurper can take 3 legendary actions, choosing
body, hex from the options below. Only one legendary action
2nd-level: darkness, force confusion, hallucination, phasewalk option can be used at a time and only at the end of
3rd-level: force scream, improved dark side tendrils, knight another creature's turn. The sith usurper regains spent
speed, sever force legendary actions at the start of its turn.
4th-level: hysteria, force immunity, improved force
camouflage, shroud of darkness Doublesaber. The sith makes a doublesaber attack.
5th-level: dominate mind, insanity, telekinesis At-will Power. The sith usurper casts an at-will power.
6th-level: improved force immunity
7th-level: ruin Forcecasting (1 legendary action per power level). Sith Betrayer
8th-level: maddening darkness can cast a force power by spending a number of
legendary actions equal to the power level.
Force-enhanced strikes. The sith surper's attacks are
Shadow Step (Costs 3 Actions). The Sith Usurper recharges
considered enhanced for the purpose of overcoming
its shadow step action.
damage resistance and immunity.

147
DARTH MAUL
Maul, a Force-sensitive Dathomirian Zabrak male, was As the apprentice of Darth Sidious, Maul was trained
a dark side warrior who served as the apprentice Dark to be a living weapon of the Sith, one intended to help
Lord of the Sith during the nal years of the Galactic Sidious bring about the destruction of the Jedi and take
Republic and reigned as a crime lord during the rule of over the galaxy. He became an acrobatic and highly-
the Galactic Empire. The son of Mother Talzin of the trained warrior, one who could relentlessly pursue his
Nightsisters, he was taken at a young age by Darth enemies while utilizing his double-bladed lightsaber.
Sidious, who anointed his rst Sith apprentice Darth Indeed, Maul had been trained in several forms of
Maul. Through his training, Maul grew strong in the lightsaber combat. During his duel on Naboo against
dark side of the Force, becoming an expert lightsaber Jinn and Kenobi, he demonstrated the ability to ght
duelist and assassin who yearned to reveal the Sith's both the Jedi Master and his apprentice simultaneously
continued survival to the Jedi Order. During the crisis on equal grounds as well as overpower Kenobi after he
on Naboo in 32 BBY, Maul confronted Jedi Master Qui- killed Jinn. Though Kenobi managed to defeat Maul,
Gon Jinn and Padawan Obi-Wan Kenobi. Although he this was due to Maul's own hubris and neglect for the
succeeded in killing the former, Maul was maimed by fallen Jinn's lightsaber. He later outmatched Kenobi in a
Jinn's apprentice, who left the Sith Lord for dead. As a number of encounters after emerging from exile,
result of Maul's defeat and apparent death, Sidious including the ght over Raydonia, though their duel on
replaced him with Count Dooku, Jinn's Jedi mentor who Florrum ended in stalemate.
adopted the Sith persona of Darth Tyranus.
Fueled by his hatred for Kenobi, Maul reconstructed
himself as a cyborg, although the experience of his
defeat drove him insane. He was presumed dead for
over a decade until his brother, Savage Opress, found
Maul and restabilized his mind with the help of Mother
Talzin. By that time the Clone Wars raged across the
galaxy. Believing he had been cheated of his place in
galactic history, Maul embarked on a quest for revenge
against Kenobi, whom he blamed for his fate. He also
used the galactic con ict as an opportunity to form his
own criminal empire, the Shadow Collective, through
various alliances including the Pyke Syndicate, the
Black Sun, and the Death Watch. Their combined
resources enabled Maul to overthrow the New
Mandalorians and install a puppet government on
Mandalore. As his power and in uence increased, Maul
became a threat to Sidious' own plans for the future.
The Dark Lord confronted Maul in person; after killing
Opress, Sidious denounced his former apprentice as a
Sith no longer due to the Rule of Two.
In the waning days of the Clone Wars, Maul escaped
from Sidious and ultimately returned to Mandalore
where he was overthrown by former Padawan Ahsoka
Tano and an army of clone troopers. However, Maul
survived the war and continued to build his own
empire as a crime lord and the secret leader of
Crimson Dawn. He was later stranded on the planet
Malachor, where he hoped to destroy the Sith by
unlocking the superweapon at the heart of the Sith
temple. Maul's plan was thwarted by two Jedi, Kanan
Jarrus and Ezra Bridger, the latter of whom Maul hoped
to corrupt as his own apprentice. After escaping
Malachor, Maul continued to try to tempt Bridger to
the dark side before ultimately learning that Kenobi
was still alive in spite of Order 66 and the Jedi Purge.
Seeking hope and purpose, Maul sought Kenobi on
Tatooine, the same planet where he had rst revealed
himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a
brief lightsaber duel for the last time. Kenobi cut
Maul's lightsaber in half and dealt Maul a lethal blow,
ending Maul's decade-spanning quest for vengeance.
He died moments later with the knowledge that Kenobi
was protecting Luke Skywalker, who Kenobi believed
was the Chosen One, who would avenge Maul.

148 Villains
SITH BLADE DANCER Legendary Resistance (3/Day). When Sith Blade Dancer fails a
Medium humanoid (zebrak), lawful dark saving throw, he can choose to succeed instead.
Second Heart (1/day). When Sith Blade Dancer is reduced
Armor Class 16 or 18 (knight speed) to 0 hit points but not killed outright, he can drop to 1
Hit Points 221 (26d8+120) hit point instead.
Speed 40 ft. walk
ACTIONS
Multiattack. When Sith Blade Dancer makes three
STR DEX CON INT WIS CHA doublesaber attacks and an unarmed strike or casts a
15 (+2) 22 (+6) 18 (+4) 18 (+4) 15 (+2) 18 (+4) force power and makes an unarmed strike.

Doublesaber Melee Weapon Attack: +12 to hit, range 5 ft.,


Saving Throws Dex +12, Con +10, Cha +10 one target. Hit 15 (2d8+6) energy damage.
Skills Acrobatics +12, Athletics +8, Insight +8,
Intimidation +10, Perception +8, Stealth +12 Unarmed Strike Melee Weapon Attack: +12 to hit, range 5 ft.,
Damage Resistances kinetic and energy damage from one target. Hit 9 (1d6+6) kinetic damage and the target
unenhanced weapons must succeed on a DC 18 Constitution saving throw or
Senses darkvision 60 ft., passive Perception 18 be stunned until the end of Sith Blade Dancer's next
turn.
Languages Galactic Basic, Zabraki
Challenge 19 (22,000 XP) REACTIONS
Parry Sith Blade Dancer adds 6 to his AC against one
Channel the Darkness. As a bonus action, Sith Blade Dancer melee attack that would hit it. To do so, Sith Blade
casts rage on himself the rst time his hit points are Dancer must see the attacker and be wielding a melee
below half (178) on the start of his turn. weapon.
Forcecasting. Sith Blade Dancer is an 11th-level LEGENDARY ACTIONS
forcecaster. his forcecasting ability is Charisma (force Sith Blade Dancer can take 3 legendary actions, choosing
save DC 18, +10 to hit with force attacks, 48 force from the options below. Only one legendary action
points). option can be used at a time and only at the end of
another creature's turn. Sith Blade Dancer regains spent
Sith Blade Dancer knows the following force powers:
legendary actions at the start of his turn.
At-will: affect mind, force disarm, force push/pull, mind trick,
saber reflect, saber throw Move. Sith Blade Dancer can move up to his speed
1st level: burst of speed, force jump, force throw, slow without provoking opportunity attacks.
descent Forcecasting. Sith Blade Dancer can cast an at-will force
2nd level: battle meditation, coerce mind, force confusion, power.
hallucination
Doublesaber Sith Blade Dancer makes one Doublesaber
3rd level: choke, force repulse, knight speed
attack.
4th level: freedom of movement, locate creature, mind trap
5th level: improved phasestrike, telekinesis
6th level: crush

Villains 149
DARTH SIDIOUS
A Force-sensitive human male, Darth Sidious was the
Dark Lord of the Sith and Galactic Emperor who ruled
the galaxy from the fall of the Galactic Republic to the
rise of the Galactic Empire. Rising to power in the
Galactic Senate as Senator Sheev Palpatine, he was
elected to the o ce of Supreme Chancellor and, during
the Clone Wars, accumulated wartime powers in the
name of security. As the Emperor, he dropped the
facade of Palpatine, and henceforth ruled as Darth
Sidious in thought and action. His machinations
brought an end to the last era of peace in galactic
history, replaced a millennium of democracy with New
Order fascism, and restored the Sith to power through
the destruction of the Jedi Order.
A native of the Mid Rim planet Naboo, Palpatine was
born around 84 BBY during the last century of the
Galactic Republic. Inherently gifted with the Force, he
became Darth Sidious during his apprenticeship under
Darth Plagueis. But the Rule of Two dictated that only
two Sith Lords could exist at any given time; therefore
Sidious killed his Sith Master and took Darth Maul as
his rst disciple in the dark side of the Force. As
Palpatine, he cultivated a political career on the Core
World Coruscant, serving as his homeworld's
representative in the galactic capital. Driven by a desire
for greater power, Sidious manipulated the Trade
Federation into a dispute with the Royal House of
Naboo, resulting in a chain of events that led to his
election as Supreme Chancellor in 32 BBY. Taking
Darth Tyranus as his new apprentice, Sidious spent a
decade fomenting political unrest until entire star
systems seceded from the Republic to form the
Confederacy of Independent Systems. The ensuing
Clone Wars commenced in 22 BBY, spreading con ict
across the galaxy and strengthening Chancellor
Palpatine's control of the government and military.
When the Jedi moved to arrest him, having learned of
his true identity, Sidious executed Order 66, turning
the entire Grand Army of the Republic against its Jedi
Generals. Shortly afterward, the Republic was o cially
reorganized into the First Galactic Empire, with Sidious
becoming the self-proclaimed Emperor in 19 BBY.
The Emperor ruled the galaxy with Darth Vader as
his last apprentice, remaining relatively unchallenged
until the formation of the Alliance to Restore the
Republic which, in turn, began the Galactic Civil War in
0 BBY. The Emperor foresaw Luke Skywalker's potential
to destroy him, so the Emperor manipulated Skywalker
into a confrontation with Vader, believing the Jedi
aspirant could be turned like his father before him.
While Sidious tortured the young Jedi Knight with Force
lightning, Vader, a ected by his son's compassion,
sacri ced his life to destroy the Emperor, thus
ful llingd his destiny as the Chosen One in 4 ABY.
Prior to his demise, he created the Contingency to
seemingly destroy the Empire in the event of his death,
propagating the idea that Sidious believed the Empire
did not deserve to survive without its Emperor. As a
consequence, the Imperial remnants were weakened
and less able to resist the New Republic. Ultimately, the
Empire capitulated the war after the Battle of Jakku in 5
ABY, ending the era founded by Darth Sidious.

150 Villains
SITH MASTERMIND Legendary Resistance (3/Day). If Sith Mastermind fails a
Medium humanoid (human), lawful dark saving throw, he can choose to succeed instead.
Precognition. Sith Mastermind casts precognition on
Armor Class 21 (+2 Robes) himself every morning.
Hit Points 285 (30d8+150)
Speed 30 ft. walk ACTIONS
Lightning-Infused Touch Melee power attack +8 to hit, reach 5
ft., one creature. Hit: 10 (3d6) lightning damage, and the
STR DEX CON INT WIS CHA target must succeed on a DC 20 Constitution saving
13 (+1) 22 (+6) 20 (+5) 20 (+5) 21 (+5) 27 (+8) throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the e ect on itself on a success.
Saving Throws Dex +13, Con +12, Wis +12, Cha +15
Skills Sleight of hand +13, Stealth +13, Lore +12, Dual-phase lightsaber Melee Weapon Attack: +14 to hit, range
Insight +22 , Deception +22, Intimidation +15, 5 ft., one target. Hit 10 (1d8+6) energy damage plus 10
Persuasion +22 (3d6) lightning damage, or 12 (1d10+6) energy damage
Damage Resistances Cold, Lightning plus 10 (3d6) lightning damage when used in two hands.
Damage Immunities Necrotic, Posion; Kinetic, Energy,
and Ion from non-enhanced weapons REACTIONS
Condition Immunities blinded, Charmed deafened, Force Shield Sith Mastermind adds 5 to his AC against an
frightened Poisoned attack that would otherwise hit him.
Senses Truesight 120 ft, passive Perception 22 LEGENDARY ACTIONS
Languages Galactic Basic, High Galactic, Sith
Sith Mastermind can take 3 legendary actions, choosing
Challenge 24 (62,000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Forcecasting. Sith Mastermind is a 20th-level forcecaster. another creature's turn. Sith Mastermind regains spent
his forcecasting ability is Charisma (force save DC 23, legendary actions at the start of his turn.
+15 to hit with force attacks, 88 force points).
At-Will Power. Sith Mastermind casts on of his at will
Sith Mastermind knows the following force powers: powers.
At-will: Affect Mind, Force Disarm, Force Push/Pull, Saber Melee Attack Sith Mastermind uses Lightning-Infused
Reflect, Shock Touch or makes one attack with his lightsaber.
1st level: battle precognition, disperse force, fear, hex
2nd level: drain vitality, force camouflage, hallucination Frightening Gaze. (Cost 2 Actions) Sith Mastermind xes his
3rd level: force lightning, force suppression, improved dark gaze on one creature he can see within 10 feet of him.
The target must succeed on a DC 20 Wisdom saving
side tendrils
throw against this power or become frightened for 1
4th level: drain life, hysteria, shocking shield
minute. The frightened target can repeat the saving
5th level: dominate mind, insanity, siphon life throw at the end of each of its turns, ending the e ect
6th level: force chain lightning, mass coerce mind on itself on a success. If a target's saving throw is
7th level: force lightning cone, force project successful or the e ect ends on it, the target is immune
8th level: death field, force link, maddening darkness to Sith Mastermind's gaze for the next 24 hours.
9th level: force storm, mass hysteria, master battle meditation
Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
Force Resistance Whenever Sith Mastermind makes a Sith Mastermind must make a DC 20 Constitution saving
saving throw against a force power he rolls with throw against this power, taking 42 (12d6) necrotic
advantage. damage on a failed save, or half as much damage on a
successful one.
Force Senses. Sith Mastermind has advantage on Wisdom
(Perception) Checks.

Villains 151
DARTH TYRANUS Dooku was a highly skillful lightsaber duelist even in
his old age. During his time as a Jedi he was known as
Dooku, a Force-sensitive human male, was a Jedi one of the Order's nest swordsmen; it was said that
Master that fell to the dark side of the Force and only Yoda was his superior and that Mace Windu was
became the Dark Lord of the Sith Darth Tyranus during his only worthy opponent. Dooku was a practitioner of
the nal years of the Galactic Republic. After leaving the second form of lightsaber combat, Makashi.
the Jedi Order, he claimed the title Count of Serenno Makashi was a rarity among the Jedi by the time of the
and, during the Clone Wars, served as Head of State of Clone Wars; it was a style designed speci cally for
the Confederacy of Independent Systems. He was the lightsaber-to-lightsaber combat, and as such it was
second apprentice of Darth Sidious, the Dark Lord of considered obsolete in a time when most Jedi were
the Sith whose plan to conquer the galaxy relied on more likely to face blaster-wielding opponents. The
Dooku leading a pan-galactic secessionist movement style's rarity gave Dooku an advantage when engaging
against the Republic. As such, Dooku immersed himself in lightsaber duels, as few of his enemies were trained
in the dark side and worked tirelessly to advance his to defend themselves against it. Makashi relied on
master's plans. precision, speed, and economy of movement rather
Born in 102 BBY, Dooku learned the Jedi arts as the than wide-sweeping strikes that characterized later
Padawan of Yoda, the legendary Grand Master of the styles, and Dooku's curved-hilt lightsaber was designed
Jedi Order. A political idealist, the corruption in the especially for that. However, in spite of his almost
Galactic Senate—as well as the traditions of the Jedi— unrivalled sword mastery and decades of experience,
disillusioned him, causing Dooku to voluntarily leave Dooku was still vulnerable to Form II's greatest
the Order and return to his homeworld where he weakness; its lack of kinetic power. In addition to his
reclaimed his title and heritage as a nobleman. His formidable lightsaber skills, Dooku was enormously
former peers believed his decision was misguided but powerful and skilled in the use of the Force. He
still held him in high esteem. Unknown to the Jedi, demonstrated great prowess and strength in the use of
however, Dooku not only renounced their ways but his telekinesis. He was also highly skilled in the use of
commitment to the light side of the Force as well. Force lightning, using it as both a means of torture and
Having sworn his allegiance to Darth Sidious, Dooku execution, and was able to use it in conjunction with
became the Dark Lord's apprentice and adopted the telekinesis.
secret name of Darth Tyranus. Throughout the rst
decade of Sheev Palpatine's chancellery, Dooku used
his resources and charisma to recruit entire star
systems to the Separatist cause. At the same time, he
oversaw the development of two vast armies that
would be pitted against each other in the con ict to
come: the Separatist Droid Army manufactured on
Geonosis; and the Grand Army of the Republic,
composed of clone troopers bred on Kamino and
modeled on the bounty hunter Jango Fett.
As leader of the Separatists, Dooku delegated
military authority to a cadre of subordinates personally
trained by himself, including General Grievous and
Asajj Ventress. While Grievous was trained only in the
art of lightsaber combat, Ventress was strong with the
Force, a ording her the opportunity to learn the ways
of the dark side from Dooku. The Sith, however,
remained faithful to Darth Bane's Rule of Two; and as
such, Dooku was compelled to betray his disciple after
Sidious became suspicious of his own apprentice's
intentions. Though he sought to replace Ventress with
Savage Opress and later Quinlan Vos, Dooku ultimately
remained beholden to his master's will. By the third
year of the war, Dooku and Grievous succeeded in
abducting Chancellor Palpatine from the Republic
capital of Coruscant in 19 BBY. During the ensuing
Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who
summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader.

152 Villains
SITH DUELIST Duelist. When Sith Duelist is wielding a melee weapon in
Medium humanoid (human), lawful dark one hand and no other weapons, he gains a 2+ bonus to
damage rolls with that weapon (included, below).
Armor Class 22 Legendary Resistance (3/Day). When Sith Blade Dancer fails a
Hit Points 165 (30d8+30) saving throw, he can choose to succeed instead.
Speed 30 ft. walk
Unarmored Defense. While wearing no armor and not
wielding a shield, Sith Duelist adds his Charisma
STR DEX CON INT WIS CHA modi er to AC.

15 (+2) 22 (+6) 13 (+2) 18 (+4) 19 (+4) 22 (+6) War Casting. When Sith Duelist uses his action to cast a
force power, he can cast an at-will force power as a
bonus action.
Saving Throws Dex +12, Wis +10, Cha +12
Skills Athletics +8, Insight +10, Perception +10, ACTIONS
Persuasion +12 Multiattack. When Sith Duelist makes three lightfoil attacks
Damage Resistances kinetic and energy from or casts a force power and makes a lightfoil attack.
unenhanced weapons
Condition Immunities charmed, frightened Lightfoil Melee Weapon Attack: +12 to hit, range 5 ft., one
Senses passive Perception 20 target. Hit 21 (3d8+8) energy damage.
Languages Galactic Basic, one other of your choice
Challenge 21 (30,000 XP) REACTIONS
Parry When a creature misses Sith Duelist with a melee
Forcecasting. Sith Duelist is an 17th-level forcecaster. his attack, he can make a lightfoil attack against the
forcecasting ability is Charisma (force save DC 20, +12 to creature.
hit with force attacks, 57 force points). LEGENDARY ACTIONS
Sith Duelist knows the following force powers: Sith Duelist can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
At-will: denounce, force disarm, force push/pull, force be used at a time and only at the end of another
technique, lightning charge, saber reflect, saber throw, shock creature's turn. Sith Duelist regains spent legendary
1st level: burst of speed, curse, force jump, force throw, slow actions at the start of his turn.
descent
2nd level: animate weapon, battle meditation, stun, stun droid Move. Sith Duelist can move up to his speed without
3rd level: bestow curse, choke, force lightning, force repulse, provoking opportunity attacks.
telekinetic storm Forcecasting. Sith Duelist can cast an at-will force power.
4th level: freedom of movement, force immunity, shocking
shield Lightfoil Sith Duelist makes one Lightfoil attack.
5th level: mass animation, stasis, telekinesis Forcecasting (1 legendary action per power level). Sith Duelist
6th level: force chain lightning can cast a force power by spending a number of
7th level: force lightning cone legendary actions equal to the power level.

Villains 153
DARTH VADER Throughout the Dark Times, the former Anakin
Skywalker brought fear to the galaxy in his capacity as
Anakin Skywalker, a Force-sensitive human male, was a the Emperor's dark enforcer. However, in spite of his
Jedi Knight of the Galactic Republic and the Chosen deep immersion in darkness, Vader never succeeded in
One of the Force. During the Clone Wars, his fully killing the side of himself that was Skywalker. His
accomplishments as a battle eld commander earned confrontation with his son, the aspiring Jedi Knight
him the Hero With No Fear moniker. After turning to Luke Skywalker, during the Galactic Civil War awoke the
the dark side of the Force, he became known as Darth compassion within the Sith Lord, causing Vader to
Vader—Dark Lord of the Sith and apprentice to renounce his allegiance to the Sith in order to save
Emperor Darth Sidious. As a Sith Lord, Vader turned Luke from the Emperor's wrath. By killing his Master,
against his former comrades and hunted the surviving however, Vader sustained critical damage to his armor,
Jedi into near extinction. He became an enforcer of the making death inevitable. Resigned to his fate, his dying
Galactic Empire, who worked to crush the Alliance to wish was to see his son with his own eyes for the rst
Restore the Republic for opposing his Sith Master's will. and nal time. In the end, he died not as Darth Vader
Yet despite his actions as Darth Vader, a glimmer of the but as Anakin Skywalker, the Chosen One who brought
light side of the Force remained within the former balance to the Force by destroying the Sith. His destiny
Anakin Skywalker. ful lled, Skywalker's consciousness was able to endure
Skywalker was born in the year 41 BBY before beyond death due to his sacri ce and redemption,
moving to the Outer Rim planet Tatooine during the allowing him to live on in spirit alongside his deceased
Age of the Republic. Although he had a mother, the Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda.
slave Shmi Skywalker, the truth about his parentage Yet the legacy of Vader also survived through Kylo Ren,
was that Anakin had no father—leading Jedi Master his grandson by Princess Leia Organa.
Qui-Gon Jinn to suspect that Skywalker's conception As Vader's descendant, Ren
was the work of the midi-chlorians. Recognizing the believed it was his destiny to complete his
boy's unprecedented connection to the Force, Jinn was grandfather's legacy: the
determined to see Skywalker trained as a member of annihilation of the Jedi Order.
the Jedi Order, the task of which ultimately fell to his
Padawan Obi-Wan Kenobi following Jinn's death in 32
BBY. Over the next decade, Skywalker rose to become
one of the strongest Jedi in galactic history. While he
was both caring and compassionate, his fear of loss
was ultimately the catalyst for his downfall. During the
war, Skywalker trained a Padawan, Ahsoka Tano, who
ultimately left the Jedi Order after she was framed for
the terrorist attack on the Jedi Temple. The loss of Tano
a ected Skywalker on a personal level, causing him to
feel more isolated and bitter towards the Jedi High
Council. With the Clone Wars nearing conclusion,
Skywalker succumbed to the temptations of the dark
side, believing the Sith had the power to save the life of
Senator Padmé Amidala, his secret wife. Christened
"Darth Vader" by his new Master Darth Sidious, the
newly-minted Sith Lord assaulted the Coruscant Jedi
Temple, killing fully-trained Jedi and novice younglings
alike. After assassinating the leaders of the
Confederacy of Independent Systems, Vader was
confronted on Mustafar by his one-time friend and
mentor, Kenobi, resulting in a lightsaber duel that left
Vader burned and mutilated. As a consequence of his
defeat, he was rebuilt as a cyborg and encased in a life-
sustaining suit of armor, further distancing the persona
of Vader from that of Anakin Skywalker. In addition,
Amidala's death in childbirth broke the fallen Jedi
Knight's heart, leaving him more machine than man
mentally as well as physically.

154 Villains
SITH CYBORG Force Senses. Sith Cyborg has advantage on Wisdom
Medium humanoid (human), lawful dark (Perception) Checks.
Legendary Resistance (3/Day). If Sith Cyborg fails a saving
Armor Class 20 (+2 Heavy Durasteel armor) or 22 throw, he can choose to succeed instead.
(knight speed)
Hit Points 346 (33d10+165) Scornful Rebuke. When a creature hits Sith Cyborg with an
Speed 30 ft. walk attack, it takes 6 psychic damage as long as Sith Cyborg
is not incapacitated
Tech Resistance Whenever Sith Cyborg makes a saving
STR DEX CON INT WIS CHA throw against a tech power he rolls with advantage.
25 (+7) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 23 (+6)
ACTIONS
Saving Throws Str +13, Dex +5, Con +10, Int +10, Wis Multiattack. Sith Cyborg can use his Frightful Presence. He
+9, Cha +12 then makes three greatsaber attacks or one greatsaber
Skills Athletics +13, Technology +10, Insight +9, attack and casts a force power.
Intimidation +18, Investigation +10, Perception +9,
Piloting +16 Frightful Presence Each creature of Sith Cyborg's choice
Damage Resistances re, cold that is within 90 feet of Sith Cyborg and aware of him
Damage Immunities posion; kinetic, energy, and ion must succeed on a DC 20 Wisdom saving throw or
from non-enhanced weapons become Frightened for 1 minute. A creature can repeat
Damage Vulnerabilites lightning the saving throw at the end of each of its turns, ending
Condition Immunities blinded, deafened, frightened the e ect on itself on a success. If a creature’s saving
Senses darkvision 60 ft., Blindsense 10 ft., passive throw is successful or the e ect ends for it, the creature
is immune to Sith Cyborg's Frightful Presence for the
Perception 18
next 24 hours.
Languages Galactic Basic, Huttese, Bith, Sith
Challenge 23 (50,000 XP) Greatsaber Melee Weapon Attack: +13 to hit, range 5 ft., one
target. Hit 20 (3d8+7) energy damage plus 18 (4d8)
Channel the Darkness. As a bonus action, Sith Cyborg casts necrotic damage, on a hit a creature makes a DC 20 Wis
rage on himself when his hitpoints get below half (173). save or become frightened.

Double Vision During his turn, Sith Cyborg can halve his
REACTIONS
movement speed in order to immerse himself in the Parry Sith Cyborg adds 7 to his AC against one melee
force and protect himself from blaster re, and attack that would hit it. To do so, Sith Cyborg must see
therefore can use his reaction to cast the saber re ect the attacker and be wielding a melee weapon.
power once per turn instead of once per round. LEGENDARY ACTIONS
Forcecasting. Sith Cyborg is a 17th-level forcecaster. his Sith Cyborg can take 3 legendary actions, choosing from
forcecasting ability is Charisma (force save DC 20, +12 to the options below. Only one legendary action option can
hit with force attacks, 57 force points). be used at a time and only at the end of another
creature's turn. Sith Cyborg regains spent legendary
Sith Cyborg knows the following force powers:
actions at the start of his turn.
At-will: affect mind, denounce, force disarm, force push/pull,
saber throw, saber reflect Move. Sith Cyborg can move up to his speed without
1st level: burst of speed, curse, force jump, sap vitality, sense provoking opportunity attacks.
force, wound Forcecasting. Sith Cyborg can cast an at-will force power.
2nd level: drain vitality, force sight
3rd level: bestow curse, choke, knight speed, horror Force enhanced Greatsaber (2 legendary actions) Sith Cyborg
4th level: drain life, hysteria, shroud of darkness makes one Greatsaber attack, while also casting an at-
5th level: dominate mind, telekinesis, siphon life will power.
6th level: crush, telekinetic burst Forcecasting (1 legendary action per power level). Sith Cyborg
7th level: master speed, whirlwind can cast a force power by spending a number of
8th level: earthquake, master force scream, telekinetic wave legendary actions equal to the power level.
Force Resistance Whenever Sith Cyborg makes a saving
throw against a force power he rolls with advantage.

Villains 155
SITH NECROMANCER
Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn
expressed regret at not being able to meet him, and recorded the spell in her journals.
Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the
Battle of Ohma-D'un.

SITH NECROMANCER The necromancer knows the following force powers:


Medium humanoid, dark
At-will: enfeeble, shock, force push/pull, lightning charge,
feedback, slow
Armor Class 18 (heavy durasteel armor) 1st-level: burst of speed, improved feedback, wound
Hit Points 105 (14d8+42) 2nd-level: animate weapon, affliction
Speed 30 ft. 3rd-level: plague, knight speed
4th-level: freedom of movement, shocking shield
5th-level: greater feedback, mass animation
STR DEX CON INT WIS CHA 6th-level: scourge
16 (+3) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 21 (+5) 7th-level: ruin
ACTIONS
Skills Athletics +7, Lore +8, Perception +12, Stealth +8
Damage Resistances psychic, necrotic, unenhanced Multiattack. The necromancer makes three sith sword
kinetic attacks.
Damage Immunities poison Sith Sword. Melee Weapon Ateack: +8 to hit, reach 5 ft., one
Condition Immunities blinded, charmed, deafened, target. Hit: 7 (1d8+3) kinetic damage plus 14 (4d6)
exhaustion, poisoned, stunned necrotic damage.
Senses darkvision 60 ft., passive Perception 22
Languages Galactic Basic, Sith LEGENDARY ACTIONS
Challenge 15 (13,000 XP) The necromancer can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the necromancer fails a option can be used at a time and only at the end of
saving throw, it can choose to succeed instead. another creature's turn. The necromancer regains spent
legendary actions at the start of its turn.
Master of the Grave. While within 30 feet of the
necromancer, any undead ally of the necromancer Sith Sword. The necromancer makes a sith sword attack.
makes saving throws with advantage, and that ally At-Will. The necromancer casts an at-will force power.
regains 1d6 hit points whenever it starts its turn there.
Move. The necromancer moves up to its speed without
Evasion. If the necromancer is subjected to an e ect that
provoking opportunity attacks.
allows it to make a Dexterity saving throw to take only
half the damage, the necromancer instead takes no Tsaiwinokka Hoyakut (Costs 3 Actions). Up to ve sith
damage if it succeeds on the saving throw, and only half zombies appear in unoccupied spaces within 30 feet of
damage if it fails. the necromancer and remain until destroyed. Undead
summoned in this way roll initiative and act in the next
Forcecasting. The necromancer is a 13th-level forcecaster.
available turn. The necromancer can have up to ve
Its forcecasting ability is Charisma (force save DC18, +10
undead summoned by this ability at a time.
to hit with force attacks) and it has 57 force points.

156 Villains
SITH ZOMBIE
Tsaiwinokka Hoyakut or Reanimated Dead, was a spell SITH ZOMBIE
that could be used to create undead. This complex Medium undead, neutral dark
spell could awaken the freshly-dead and skeletons,
transforming them into an unstoppable legion Armor Class 8
impervious to pain and capable of transmitting a Hit Points 22 (3d8+9)
necromantic infection through biting. These wounds Speed 20 ft.
became infected with Sith alchemical elements that
would induce transformation into the undead.
Sith zombies served as guardians of the tombs of STR DEX CON INT WIS CHA
Sith Lords in the Valley of Golg and the Valley of the 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Dark Lords. The zombies' limited intelligence allowed
them to wield weapons. This and their intimidating Saving Throws Wis +0
presence ensured that few sentients prevailed during Damage Immunities poison
an encounter with the creatures. Condition Immunities poisoned
The zombies' physical appearances varied widely, Senses darkvision 60 ft., passive Perception 8
depending on their former species and gender. Languages understands the languages of its
Moreover, their original features were distorted conjurer
depending on damage sustained during battle and by Challenge 1/4 (50 XP)
the ravages of time, as the zombies were capable of
Undead Fortitude. If damage reduces the zombie to 0 hit
laying dormant for extended durations. There had
points, it must make a Constitution saving throw with a
been accounts of beings who had been felled during DC of 5+the damage taken, unless the damage is
battle and had risen almost immediately with missing energy or from a critical hit. On a success, the zombie
limbs and massive gaping wounds. Others had drops to 1 hit point instead.
observed that the zombies were little more than half-
rotted husks that emanated a horrid stench and ACTIONS
moved with an odd shu ing gait. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
With the metamorphosis into a zombie, the creature target. Hit: 4 (1d6+1) kinetic damage and 2 necrotic
gained heightened visual acuity in the dark and damage.
strength superior to that of living beings.

Villains 157
SPEEDERS
A speeder is any hovering high-speed ground vehicle
that uses anti-gravity repulsorlift technology and LANDSPEEDER, X-34
operates within a planet's atmosphere. Examples Large construct, unaligned
include landspeeders and airspeeders, which were not
strictly repulsorcraft as they did not hover above the Armor Class 13 (armor plating)
ground. Some speeders have afterburners that enable Hit Points 45 (6d10+12)
high-speed ight. Airspeeders are able to y at Speed 0 ft., y 60 ft.
altitudes higher than landspeeders, some reaching
heights of more than 250 kilometers. STR DEX CON INT WIS CHA
LANDSPEEDER 13 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-1)
Low-power repulsorlifts allow most landspeeders to
constantly hover one to two meters above the ground, Saving Throws Dex +5
Damage Vulnerabilities Ion
both when stationary and while traveling. Turbine jet
Damage Resistances Necrotic, Poison, Psychic
engines are responsible for propelling the vehicle Condition Immunities poison, disease
forward. Some landspeeders also include mounted Senses -
weapons either at the front of the craft or above and Languages -
behind the pilot and/or passengers. Challenge 1/8 (25)
Hundreds of designers, manufacturers and models
exist throughout the galaxy, though the SoroSuub Circuitry. The construct has disadvantage on saving
Corporation dominated the landspeeder market throws against e ects that would deal ion or lightning
before and during the reign of the Galactic Empire. damage.
Most landspeeder models are capable of carrying
Piloted. The construct requires an active pilot to take
one or more passengers, and top speeds vary between any actions, and if the pilot is subjected to any
100 and 250 kilometers per hour. Most models are conditions that the construct is not immune to, the
between 3 to 8 meters in length. Cockpit con gurations construct is also subjected to those conditions. The
on many models feature retractable windshields and pilot may take their own action or one of the actions
canopies that allow the driver and passengers to be granted by the construct.
either fully enclosed, or open to the air. Quick Escape: The pilot can take the Disengage action as
There are many types of landspeeders, from sporty a Bonus Action on each of its turns to disengage from
civilian models designed for speed and ashy looks to an enemy not on the construct.
everyday utility craft that range from small speeder
ACTIONS
trucks capable of hauling small cargo to massive
freighter-like transports that could carry tremendous Doubledash. As an action, the construct can travel at up
to two times its speed in addition to its normal
loads. There are even a number of models built
movement.
speci cally for military use.
REACTIONS
X-34 LANDSPEEDER Redirect. If the construct's pilot takes damage from a
The X-34 is a civilian landspeeder of mundane design source the pilot is aware of and can see, the construct
produced by SoroSuub Corporation. Built with a can use its reaction to instead take that damage.
powerful repulsorlift engine augmented with three air-
cooled thrust turbines, the X-34 hovers up to a meter
o the ground during operation. The vehicles are
capable of crossing rough terrain, and are well-suited
for harsh desert climates. Available in open-air or
sealed cockpit designs, the speeders lack any form of
combat capability in the form of weapon mounts or
armor. The X-34 is fast, if fairly nondescript in
appearance, and measures 3.4 meters in
length. X-34 landspeeders utilized by the
Rebel Alliance were retro tted with
blaster cannons.

158
CARGO SKIFF Most variants are equipped with retractable
The Ubrikkian Industries Bantha-II cargo ski is magnetic lifters and loading ramps. Once onboard the
designed to transport cargo and is common in craft, the cargo is held in place by magnetic fasters
spaceports and warehouses across the galaxy. It has and/or cargo straps. The average Bantha-II is able to
one open deck with a simple control station located carry around 100 tons of cargo, although as many as
near the rear of the vehicle that allows it to be piloted 16 seats could be installed on its deck allowing the
even by unprofessional laborers or amateurs. vehicle to operate as passenger transports or even
The ski 's repulsorlift engines allow it to hover 50 pleasure craft.
meters o the ground while its rear thrust nozzles Among the most common of modi cations to the
propel the craft forward at a top speed of 250 original design is the installment of an enclosed deck
kilometers per hour. A pair of steering vanes on the and pilot station. Military versions have reinforced hull
rear also provide very limited maneuverability which and blaster cannons bolted to the front and side
make it dangerous to travel at a fast speed. They cost railings.
8,000 credits new.

LANDSPEEDER, CARGO SKIFF


Huge construct, unaligned CONTROL: HELM
Armor Class 12 (light plating)

STR DEX CON INT WIS CHA Hit Points 15


16 (+3) 7 (-2) 14 (+2) 10 (+0) 10 (+0) 7 (-1) ACTION
Move. The ski can use its helm to move. Move up to the
Damage Vulnerabilities Ion speed of one of the ship's movement components, with
Damage Resistances Necrotic, Poison, Psychic one 90-degree turn. If the helm is destroyed, the ski
Condition Immunities poison, disease can't turn.
Senses -
Languages -
Challenge 1/8 (25)
MOVEMENT: REPULSORLIFT
Armor Class 12
Circuitry. The construct has disadvantage on saving
Hit Points 25; -25 feet speed per 7 points of damage
throws against e ects that would deal ion or lightning
taken.
damage.
If its repulsorlift is destroyed, the ski cannot maintain
Piloted (2). The construct requires an active pilot to take altitude.
any actions, and may take two actions if piloted by two
creatures. If all pilots present are subjected to any Speed y 90 ft. (Maximum altitude 150 ft)
conditions that the construct is not immune to, the
construct is also subjected to those conditions. The WEAPON: TURRET (OPTIONAL)
pilot(s) may take their own action or one of the actions
Armor Class 15 (light plating)
granted by the construct.
Hit Points 40
HULL
ACTION
Armor Class 11 (light plating)
Ranged Weapon Attack: Ranged Weapon Attack: +6 to hit,
Hit Points 50 range 120/480 ft., one target. Hit: 16 (3d10) energy
damage.
Light Plating. If a single attack does less than 5 points of
damage, the Ski takes no damage. If the attack does 5 Ski s typically include a turret only when they are
or more damage, the Ski takes damage normally. equipped for combat.

159
SPEEDER BIKE
Speeder bikes, also known as jumpspeeders, were
open-air repulsorlift vehicles that emphasized speed JOBEN T-85 SPEEDER BIKE
and maneuverability over stability. A typical speeder Large construct, unaligned
bike had a maximum altitude of 10 meters (32 feet)
and could thus maneuver deftly over very rough Armor Class 14
terrain. Some companies manufactured extras like Hit Points 39 (6d10+6)
sidecars for speeder bikes. Speed 0 ft., y 70 ft.

STR DEX CON INT WIS CHA


JOBEN T-85 SPEEDER BIKE 11 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 7 (-1)
The Joben T-85 speeder bike was a speeder bike model
manufactured by the Zebulon Dak Speeder Saving Throws Dex +5
Corporation, and named after the famous swoop racer Damage Vulnerabilities Ion
Thall Joben. Damage Resistances Necrotic, Poison, Psychic
Condition Immunities poison, disease
Senses -
Languages -
Challenge 1/8 (25)

Circuitry. The construct has disadvantage on saving


throws against e ects that would deal ion or lightning
damage.
Piloted. The construct requires an active pilot to take
any actions, and if the pilot is subjected to any
conditions that the construct is not immune to, the
construct is also subjected to those conditions. The
pilot may take their own action or one of the actions
granted by the construct.
Quick Escape: The pilot can take the Disengage action as
a Bonus Action on each of its turns to disengage from
an enemy not on the construct.
ACTIONS
Doubledash. As an action, the construct can travel at up
to two times its speed in addition to its normal
movement.
REACTIONS
Redirect. If the construct's pilot takes damage from a
source the pilot is aware of and can see, the construct
can use its reaction to instead take that damage.

160
SWOOP
Large construct, unaligned

Armor Class 10
Hit Points 27 (6d10 - 6)
Speed 0 ft., y 90 ft.

STR DEX CON INT WIS CHA


13 (+1) 11 (+0) 8 (-1) 10 (+0) 10 (+0) 7 (-1)

Saving Throws Dex +5


Damage Vulnerabilities Ion
SWOOP Damage Resistances Necrotic, Poison, Psychic
A swoop, or swoop bike, was a type of repulsorlift Condition Immunities poison, disease
vehicle designed for speed. In essence, it was a more Challenge 1/8 (25)
dangerous version of a speeder bike that both its
enthusiasts and its detractors described as an "engine Circuitry. The construct has disadvantage on saving
throws against e ects that would deal ion or lightning
with a seat." Although more powerful than speeder
damage.
bikes, swoops were crude and lacked nesse. They
were hard to control, requiring instinct, strength, and Piloted. The construct requires an active pilot to take
timing. Swoops were capable of traveling at over six any actions, and if the pilot is subjected to any
hundred kilometers per hour. While some could travel conditions that the construct is not immune to, the
several hundred kilometers above a planet's surface, construct is also subjected to those conditions. The
pilot may take their own action or one of the actions
they generally kept a low altitude. granted by the construct.
Swoop races were popular on many planets across
the galaxy and were loved for their excitement and Quick Escape: The pilot can take the Disengage action as
a Bonus Action on each of its turns to disengage from
outlaw image. Swoops were to speeder bikes what
an enemy not on the construct.
airspeeders were to landspeeders. Swoops were often
used by gangs and criminals, and such organizations Unstable. The construct requires a successful pilot skill
bore the mantle of swoop gang. After the Galactic check (DC 15) for the pilot to take an action, bonus
action, or reaction while piloting the vehicle. On a
Empire outlawed podracing, swoop racing became the
failure, the pilot does not succeed in performing the
favored alternative. desired action or reaction. If the roll fails by 10 or
more, the pilot immediately loses control of the Swoop
and crashes.
ACTIONS
Doubledash. As an action, the construct can travel at up
to two times its speed in addition to its normal
movement.
REACTIONS
Redirect. If the construct's pilot takes damage from a
source the pilot is aware of and can see, the construct
can use its reaction to instead take that damage.
Evade. If the construct or the construct's pilot is hit by
an attack that the pilot is aware of, the pilot can use its
reaction to add 6 to the AC of the construct or the pilot,
potentially causing the attack to miss.

Villains 161
T'LANDA TIL The t'landa Til also have two hearts and three
The t'landa Til are a massive, quadrupedal, sentient stomachs. Male t'landa Til make a sound that attracts
species distantly related to the Hutts. They possess females during mating season. This humming vibration
long, thin, whipping tails and four trunk-like legs with is produced when air ows over the cilia in a male's
huge, padded feet. They also have a tiny pair of arms in ated neck pouch. This vibration stimulates a
with delicate hands, each with four ngers. Their faces female's pleasure centers. This ability is accompanied
resemble those of the Hutts save for a long, thick horn by the males' low-grade empathic ability, which they
above their snout. Like the Hutts, their necks are short use to project pleasant feelings toward females. The
and humped—almost nonexistent. They have thick, t'landa Til can use this same pouch to create sonic and
oily, leathery skin, which hangs in creases, wrinkles, subsonic vibrations with powerful e ects on other
and loose folds. This skin is especially prominent below species. The average t'landa Til stands about 2 – 2.5
the neck, where it hangs so loose that it hides the arms meters tall.
when they are folded against the chest.

162 Villains
T'LANDA TIL
Large Sentient Creature, neutral balanced STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3)
DF.9 ANTI-INFANTRY BATTERY
Manufactured by Golan Arms, the DF.9 is a xed
emplacement anti-infantry weapon. It incorporates a
single DF.9 laser cannon mounted atop a four-meter
tall cylindrical housing composed of heavily-armored DF.9 ANTI-INFANTRY TURRET
durasteel, with proton-shielding that is resistant to Large construct, unaligned
close-quarters blaster re. The tower features a front
access panel, and an upper observation hatch. Armor Class 10 (armor plating)
The turreted laser cannon employs precision Hit Points 75 (10d10+20)
targeting computers and has an optimal rang of three Speed 0 ft.
kilometers, although the laser cannon is capable of
hitting targets at a distance of sixteen kilometers at the STR DEX CON INT WIS CHA
cost of decreased accuracy. The DF.9 is capable of
ring a shot every three seconds, with the impact of 16 (+3) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)
the energy beam scattering explosive energy and
producing a secondary blast of radiation with an eight- Skills Perception +4
meter radius impact point that can e ectively destroy Damage Vulnerabilities ion
entire squads of soldiers. Skilled gunners can use the Damage Resistances necrotic, poison, psychic
Condition Immunities poison, disease
DF.9's accuracy to e ectively disable army support
Senses darkvision 60 ft., passive Perception 14
systems and light vehicles, and it is devastating to foot Challenge 8 (3,900 XP)
soldiers and a threat to vehicles such as the All Terrain
Scout Transport. Circuitry. The turret has disadvantage on saving throws
The DF.9 is best used in conjunction with other against e ects that would deal ion or lightning
similar units and anti-vehicle lasers to defend military damage.
bases, spaceports and other strategic installations. It
can be installed on multiple terrain types. The nature Heavy Armor & Shielding. The outer layer of the turret is
covered in heavy armor and shielding, making it
of the DF.9's xed emplacement means that the unit is
di cult for smaller arms to damage it. Unless the
not able to be moved easily. damage from a single attack or e ect exceeds 15
points, the turret takes no damage from that attack. If
the turret takes an amount of damage from a single
attack or e ect equal to or greater than its damage
threshold, it takes damage as normal.
Gunner. The construct requires an active gunner to take
any actions, and if the gunner is subjected to any
conditions that the construct is not immune to, the
gunner is also subjected to those conditions. The
gunner may take their own action or one of the actions
granted by the construct.
Vulnerable Interior The turret's interior is vulnerable to
damage done by grenades, mines and charges, unless
it is immune to that damage.
Targeting Systems. The turret uses its Intelligence
modi er for attack, damage, and intitiative rolls.
ACTIONS
Multiattack. The turret makes two laser cannon attacks.

Laser Canon. Ranged Weapon Attack: +6 to hit, range


300/900 ft., one target that must be at least 60 ft away
from the turret. Hit 16 (4d6+2) energy damage.
Additionally, hit or miss, the target and each creature
within 20 feet must make a Dexterity saving throw (DC
15), taking 14 (4d6) energy damage on a failed save, or
half as much damage on a successful one.

Villains 163
E-WEB HEAVY REPEATING BLASTER
The Emplacement Weapon, Heavy Blaster, or E-WEB, is
a a heavy repeating blaster manufactured by BlasTech
Industries. It is able to be broken down into parts and
carried by a small crew of troopers making it fairly
mobile, but has to be rigidly mounted in order
to counteract the e ects of its incredible re-
power.
It requires two crew members for optimal
e ectiveness. One crewer mans the gun, and the other
monitors and adjusts the Eksoan Class-4T3 power
generator. Like many high-yield generators, the 4T3 is
prone to overheating and potentially explosive
overload, despite its advanced Gk3 Cryocooler cooling
unit. Power is fed into the E-Web via a conduit that
connects to the base of the TR-62 Autocushion Tripod.
The built-in comlink with automatic encryption allows
for secured communication with other units. The
computerized re control and targeting system
includes infrared and StarVision low-light enhancement
for use in night combat. Overall, the E-Web can be
transported and assembled for ring within a minute
or less, although it will take up to ten minutes for
its generator to reach full power.
If the 4T3 generator is "cold," it can take nearly
fteen minutes for the crew to deploy the weapon,
calibrate the generator and con gure the targeting
software. Some Imperial crews pre-charged the
generator before use for faster set-up.

E-WEB HEAVY REPEATING Explosive Destruction. When the construct is reduced to


BLASTER zero hit points, it explodes. Each creature within 20 feet
Medium construct, unaligned of it must make a DC 13 Dexterity saving throw, taking
21 (6d6) re damage on a failed save, or half as much on
a successful one.
Armor Class 10
Hit Points 36 (8d8) ACTIONS
Speed 0 ft. Multi-Attack. The turret makes two burst attacks.

Burst Fire. The E-WEB sprays a 10-foot-cube area within


STR DEX CON INT WIS CHA 200 ft. with shots. Each creature in the area must make a
Dexterity saving throw (DC 15). On a failure, the target
16 (+3) 10 (+0) 10 (+0) 14 (+2) 11 (+0) 4 (-3) takes 15 (2d12+2) energy damage. On a success, the
target takes half damage.
Skills Perception +3
Regulate. The engineer actively monitors and controls the
Damage Vulnerabilities ion
energy regulation and cooling systems, allowing
Damage Resistances necrotic, poison, psychic enhanced performance. The Gunner may spend its
Condition Immunities poison, disease action to take the Saturate action.
Senses darkvision 60 ft., passive Perception 14
Challenge 5 (1,800 XP) Saturate. This action may only be taken on a round in
which the Regulate action has been taken on this
Circuitry. The turret has disadvantage on saving throws construct. The E-WEB thoroughly saturates a 15 foot
cube within 200ft with shots. Any creature who enters
against e ects that would deal ion or lightning damage.
the saturated area or begins its turn in the area must
Gunner. The construct requires an active gunner to take make a Dexterity saving throw (DC 15). On a failure, the
any actions, and if the gunner is subjected to any target takes 28 (4d12+2) energy damage and is
conditions that the construct is not immune to, the restrained until the start of their next turn. On a success,
gunner is also subjected to those conditions. The gunner the target takes half damage and must succeed at a
may take their own action or one of the actions granted Wisdom saving throw (DC 15) or become frightened until
by the construct. the start of their next turn.

Targeting Systems. The turret uses its Intelligence modi er


for attacks, save DCs, and damage rolls.
Engineer. The construct is fully operational only with an
engineer. If the engineer takes the Regulate action, the
Gunner may take the Saturate Action. Otherwise, the
only construct actions the gunner may take are the
Multi-Attack and Burst Fire actions.
164 Villains
1.4 FD P-TOWER
Manufactured by Atgar SpaceDefense Corporation, the
1.4 FD P-Tower is a light laser cannon employed as a
xed emplacement anti-vehicle weapon. It is designed
to target a variety of enemy vehicles, including
repulsortanks and landspeeders, although it has
di culty targeting fast-moving vehicles. The unit is
quick to produce and inexpensive.
The main bulk of the weapon is a 2.8 meter high
energy dish that has sixteen micropower routers
spaced evenly along the outer edge, and eight power
conversion cells along the interior of the dish.
Targeting sensors are placed on the upper edge of the
dish, and a single light laser cannon emanates from the
center of the dish. To re the weapon, energy is fed
directly into each micropower router which holds the
charge until the ring computer registers that the
Energy Conversion Point had been achieved. The
power conversion cells around the dish glows once the
weapon is primed to re. At that point, the ring
computer channels the energy from the routers into
the main power converter located at the center of the
dish, ring the weapon. The energy beam moves
through the discharge barrel, into the galven circuitry
and through the focusing lens to produce a low-power
beam that is e ective against repulsorcraft,
landspeeders, and airspeeders.
The 1.4 FD P-Tower utilizes an Atgar C-6 battery,
which only retains enough power for eight shots
before needing to be replaced. The battery is easy to
replace when handled by a skilled technician. When
hooked up to a power generator, the weapon has
unlimited re capability. The weapon also su ers from
a low re rate, and requires ten seconds to build up an
adequate charge.
The visible dish was also a tempting target for
opponents, although the weapon itself is protected by
light armor plating.

1.4 FD P-TOWER TURRET Circuitry. The turret has disadvantage on saving throws
Large construct, unaligned against e ects that would deal ion or lightning damage.

Gunner. The construct requires an active gunner to take


Armor Class 10 (armor plating) any actions, and if the gunner is subjected to any
Hit Points 52 (8d10+10) conditions that the construct is not immune to, the
Speed 0 ft. construct is also subjected to those conditions. The
gunner may take their own action or one of the actions
granted by the construct.
STR DEX CON INT WIS CHA
Targeting Systems. The turret uses its Intelligence modi er
16 (+3) 4 (-3) 13 (+1) 18 (+4) 11 (+0) 4 (-3) for attack, damage, and intitiative rolls.

Skills Perception +4 ACTIONS


Damage Vulnerabilities ion Laser Canon (Recharge 4-6). The Turret chooses a target
Damage Resistances necrotic, poison, psychic within 600 ft and lets loose a blast of energy at the
Condition Immunities poison, disease target. The target must succeed at a DC 16 Dexterity
Senses darkvision 60 ft., passive Perception 14 saving throw, or take 28 (7d6+4) energy damage. Large
Challenge 5 (1,800 XP) and larger constructs and structures have disadvantage
on the saving throw, and su er an additional 24 (7d6)
energy damage if they fail the save by 10 or more.

Villains 165
SENTRY GUN SONIC CANNON
Sentry guns come in a wide variety of di erent sizes, The LR1K sonic cannon, also known as the Geonosian
yields, and types. These weapons can typically be sonic cannon or the Geonosian defense platform, is a
found near high-value areas such as detention cells, high-powered artillery emplacement weapon produced
command centers, and laboratories. For best results, by the Gordarl Weaponsmiths on Geonosis prior to
they are placed in areas such as corners, above and during the Clone Wars.
security doors, or other positions that a ord them a The LR1K cannon uses sonic blaster technology that
wide eld of re. Sentry guns are usually linked to the employs internal oscillators to produce a devastating
central security system, but can be operated manually sonic blast. The high impact concussive sonic energy is
by remote. Once activated, these turrets may use stabilized by a containment sphere within the cannon.
active sensors and preprogrammed criteria to identify The LR1K requires one or two gunners to operate,
threats and re upon any hostiles they encounter. although the cannon's advanced, highly-precise
Sentry guns are also used on starships and may targeting computers are capable of doing most of the
automatically engage nearby hostiles and are linked to work. A critical hit with this weapon will instantly kill
the ship's central security system. Some sentry guns any average clone.
include targeting sensors that seek out energy
signatures from enemy weapons, with built-in
computers to determine which targets pose the most
immediate threat. LR1K SONIC CANNON
Large construct, unaligned

AX-108 "GROUND BUZZER" Armor Class 14 (armor plating)


SENTRY GUN Hit Points 76 (8d10+48)
Medium construct, unaligned Speed 0 ft.

Armor Class 12 (armor plating) STR DEX CON INT WIS CHA
Hit Points 33 (6d8+6)
16 (+3) 2 (-4) 18 (+4) 14 (+2) 11 (+0) 4 (-3)
Speed 0 ft.
Damage vulnerabilities ion
STR DEX CON INT WIS CHA Damage Resistances necrotic, poison, psychic
Condition Immunities poison, disease
12 (+1) 2 (-4) 13 (+1) 14 (+3) 11 (+0) 4 (-3)
Senses darkvision 60 ft., passive Perception 10
Challenge 3 (700 XP)
Skills Perception +3
Damage vulnerabilities ion Circuitry. The construct has disadvantage on saving
Damage Resistances necrotic, poison, psychic throws against e ects that would deal ion or lightning
Condition Immunities poison, disease damage.
Senses darkvision 60 ft., passive Perception 13
Challenge 1 (200 XP) Gunner. The construct requires an active gunner to take
any actions, and if the gunner is subjected to any
Circuitry. The construct has disadvantage on saving conditions that the construct is not immune to, the
throws against e ects that would deal ion or lightning gunner is also subjected to those conditions. The
damage. gunner may take their own action or one of the actions
granted by the construct.
Targeting Systems. The sentry gun uses its Intelligence
modi er for attack, damage, and intitiative rolls.
ACTIONS
Sonic Blast. The sonic cannon lets loose a devastating
ACTIONS blast of sonic energy in a direction it chooses. Each
Repeating Blaster Burst. The sentry gun sprays a 10-foot- creature and construct in a 60-foot cone must make a
cube area within 100 ft. with shots. Each creature in Constitution saving throw (DC 14). A creature takes 24
the area must make a Dexterity saving throw (DC 14). (6d6+3) sonic damage and is knocked prone on a failed
On a failure, the creature takes 9 (1d12+3) energy save. On a success, the creature takes half damage.
damage. On a success, the creature takes half damage.

166 Villains
UNDERWORLD
Away from polished society lies a darker realm
shrouded in secrets and forgotten under layers of NOGHRI LETHAL ASSASSIN
grime. The underworld of the galaxy includes all Medium humanoid (Noghri), any alignment
manner of denizens and visitors to its seedy realm.
Thugs, gamblers, smugglers, bounty hunters, Armor Class 17 (heavy combat suit)
professional companions, criminals, and crooks all Hit Points 110 (14d8+42)
scrape by, making a living through illegal and morally Speed 30 ft.
adjacent pursuits.

ASSASSINS STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
Members of the profession are referred to by many
euphemisms and epithets: "problem solvers" in the
Corporate Sector Authority, "exterminators" in the Saving Throws Dex +8 Int +4
Skills Perception +10, Stealth +11, Survival +10,
Outer Rim Territories, and "slayers" in the Core Worlds.
Acrobatics +8
Whatever their name, most professional assassins are Senses passive Perception 20
concerned solely with credits, though some kill for Languages Basic, Honorghran
political or religious reasons, or merely for love of Challenge 6 (2,300 XP)
killing. This makes assassins simultaneously the best-
paid and most-despised members of the galaxy's Powerful Leap. If the Assassin jumps at least 10 feet in a
underworld. straight line before hitting with a melee weapon attack,
Though assassination is illegal on most planets, on the Assassin can attempt to shove the target prone as
some, such as Umbara, assassinations are a relatively part of the same attack.
normal part of society.
Strong-Legged. When the Assassin makes a long jump, it
can leap up to 30ft. When the Assassin makes a high
jump it can leap up to 9 ft in the air
Cunning Action. On each of The Assassin's turns, it can
use a bonus action to take the Dash, Disengage, or
Hide action.
Sneak Attack (1/Turn). The Assassin deals an extra 17
(5d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the Assassin that
isn't incapacitated and the Assassin doesn't have
disadvantage on the roll.
Assassinate. The Assassin has advantage on attack rolls
against any creature that hasn’t taken a turn in the
combat yet. Additionally, any hit you score against a
creature that is surprised is a critical hit.
Evasion. If the Assassin is subjected to an e ect that
allows it to make a Dexterity saving throw to take only
half the damage, the Assassin instead takes no
damage if it succeeds on the saving throw, and only
half damage if it fails.
ACTIONS
Multiattack. The Assassin makes two melee weapon
attacks or two ranged weapon attacks.

Techblade. Melee Weapon Attack: +8 to hit, reach 5ft., one


target. Hit 8 (1d6+5)
Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit,
reach 5ft melee or range 20/60ft., one target in range.
Hit 7 (1d4+5)
REACTIONS
Uncanny Dodge. The Assassin halves the damage that
she takes from an attack that hits her. The Assassin
must be able to see the attacker.

167
ARMSTECH SPECIALIST Tech Resistance. The Specialist has advantage on saving
Medium Humanoid (duros), any alignment throws against tech powers.
Close Call (3/day). When the specialist misses on an attack,
Armor Class 17 (heavy combat suit) it can add the result of a d10 to the attack roll.
Hit Points 98 (13d8+39)
Speed 30ft. Weapons Tech Enhancements. The Specialist has the
following weapon enhancements:
Accuracy Scope. Specialist gains a +2 to attack rolls (included).
STR DEX CON INT WIS CHA Amplifying Barrel. Specialist gains a +2 to damage (included).
13 (+1) 20 (+5) 16 (+3) 20 (+5) 14 (+2) 12 (+1) Bayonet. Specialist can make melee attacks with the finesse
property utilizing his sniper rifle.
Saving Throws Con +6, Int +8 Booming Strikes. Once per turn, when the Specialist hits with
Skills Technology +8, Piloting +8, Acrobatics +8, the weapon, he can deal an additional 1d6 damage (included).
Perception +5, Stealth +8 The weapon makes a loud boom which can be heard 100 feet
Senses darkvision 60ft passive Perception 16 away. If the Specialist is hidden, Intelligence (Investigation) and
Languages Galactic Basic, Durese Wisdom (Perception) checks made to locate you that rely on
Challenge 6 (2,300 XP) sound have advantage.
Overcharge Weapon. The Specialist can expend one tech slot to
deal additional damage to the target. The extra damage is 1d6
Tech Casting. The specialist's is an 11th-level techcaster. Its
for a 1st-level tech slot, plus 1d6 for each slot level higher than
techcasting ability is Intelligence (power save DC 16, +8
to hit with power attacks, 44 tech points). 1st, to a maximum of 5d6. The damage is the same type as the
weapon damage. You can add this damage to the extra damage
The specialist knows the following powers: of your Booming Strikes.
At Will: combustive shot, targeting shot, assess the situation ACTIONS
1st Level: target lock, tracer bolt, absorb energy, energy shield,
Sniper Rifle. Ranged Weapon Attack: +10 to hit, range
charge powercell
150/600 ft., one target. Hit 22 (1d12+3d6+7) energy
2nd Level: translocate, infiltrate, smuggle
damage.
3rd Level: explosion, cryogenic suspension, debilitating gas,
tech override Bayonet. Melee Weapon Attack: +10 to hit, reach 5ft., one
4th Level: cloaking screen, salvo, corrosive sphere target. Hit 16 (1d6+2d6+7) kinetic damage.
5th Level: greater translocate, shutdown, paralyze creature
6th Level: disintegrate, firestorm REACTIONS
Snap Fire. The Specialist can use its reaction to take a
Potent Aptitude (3/day). The Specialist can use its bonus
opportunity attack (disadvantage) with its weapon if an
action to give one of its allies a d10 to roll for any ability
enemy comes within 10 ft of it.
check, attack roll, or saving throw.

ASSASSIN Assassinate. During its rst turn, the assassin has


Medium humanoid (any), any alignment
advantage on attack rolls against any creature that
hasn't taken a turn. Any hit the assassin scores against a
Armor Class 15 (heavy combat suit) surprised creature is a critical hit.
Hit Points 78 (12d8+24)
Speed 30 ft. Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6)
damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
STR DEX CON INT WIS CHA within 5 feet of an ally of the assassin that isn't
incapacitated and the assassin doesn't have
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) disadvantage on the roll.

Saving Throws Dex +7, Int +5 ACTIONS


Skills Acrobatics +7, Deception +4, Perception +4, Multiattack. The assassin makes two weapon attacks.
Stealth +11
Damage Resistances Poison Hidden blade. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses passive Perception 14 one target. Hit: 5 (1d6+3) kinetic damage.
Languages Galactic Basic and one other Hold-out. Ranged Weapon Attack: +7 to hit, range 30/120 ft.,
Challenge 3 (700 XP) one target. Hit: 5 (1d4+3) energy damage.

168
BLACK MARKET SCIENTISTS

ANZELLAN DROIDSMITH
Tiny humanoid, chaotic good

Armor Class 14 (small and nimble)


Hit Points 2 (3d4-8)
Speed 20ft.

STR DEX CON INT WIS CHA


4 (-3) 16 (+3) 6 (-2) 18 (+4) 11 (+0) 12 (+1)
BLACK MARKET LAB-TECH
Medium humanoid (any), any alignment
Skills Astrotech's Tools +8, Investigation +6, Stealth
+5, Technology +8
Armor Class 15 ( ber armor+light shield generator) Damage Resistances lightning
Hit Points 75 (10d8+30) Condition Immunities blinded, shocked
Speed 30ft. Senses darkvision 120 ft.
Languages Galactic Basic, Binary, Anzellan
Challenge 1/2 (100 XP)
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 11 (+0) Detail Oriented. The droidsmith has advantage on
Intelligence (Investigation) checks within 5 feet.
Saving Throws Dex +4
Skills Lore +6, Perception +3, Technology +6 Puny. The Anzellan droidsmith is too small to pack much
Senses Passive Perception 13 of a punch. The droidsmith has disadvantage on
strength saving throws.
Languages Galactic Basic, two others
Challenge 4 (1100 XP) Small and Nimble. The Anzellan droidsmith is too small
and fast to e ectively target. The droidsmith has +1 AC
Techcasting. The lab-tech is a 5th-level techcaster. Its (included) and has advantage on Dexterity saving
techcasting ability is Intelligence (power save DC 12, +4 throws.
to hit with tech attacks) and it has 20 tech points. The Techcasting. The droidsmith is a 3rd-level techcaster. Its
employee knows the following tech powers: techcasting ability is Intelligence (power save DC14, +6
to hit with tech attacks) and it has 16 tech points. The
At will: acid splash, electroshock, poison spray, temporary
droidsmith knows the following tech powers:
boost
1st level: kolto pack, overload, stack the deck, tracer bolt At-will: electroshock, on/off, temporary boost
2nd level: electromesh, mirror image, scorching ray 1st-level: homing rockets, oil slick, repair droid
3rd level: sabotage charges, scramble interface 2nd-level: hold droid, motivator boost, truth serum

ACTIONS ACTIONS
Poison Spray. Tech Power: DC 13, range 10 ft., one target. Ion Carbine. Ranged Weapon Attack: +5 to hit, range 60/240
Hit: 13 (2d12) poison damage. ft., one target. Hit: 5 (1d4+3) ion damage.

169
MAD SCIENTIST
Medium humanoid (any), any dark

Armor Class 21 (durasteel exoskeleton, heavy shield


generator)
Hit Points 182 (28d8+56)
Speed 30ft.

STR DEX CON INT WIS CHA


20 (+5) 14 (+2) 14 (+2) 20 (+5) 9 (-1) 18 (+4)

Saving Throws Con +7, Dex +6, Int +10, Cha +9


Damage Resistances acid, cold, re, ion, lighting, and
sonic damage
Condition Immunities Frightened, exhaustion
Skills Deception +9
Senses Passive Perception 9
Languages Galactic Basic, one other
Challenge 16 (18,000 XP)

Acidic Vials. When a creature hits the mad scientist with


a melee attack, it takes 1d6 acid damage.
Madness. The mad scientist's mind is harmful to any
who touch it, if the mad scientist is forced to make an
inteliigence, wisdom, or charisma saving throw from a
force power the caster is forced to make a DC 20
Intelligence saving throw or be a ected by force
confusion for 1 minute.
Tech Resistance. The chief o cer has advantage on
saving throws against tech powers.
Techcasting. The mad scientist is a 19th-level techcaster.
Its techcasting ability is Intelligence (power save DC 18,
+10 to hit with tech attacks) and it has 76 tech points.
The chief o cer knows the following tech powers:(6th
level and above powers are usable 1/day)
At will: electrical burst, electroshock, jet of flame, poison
spray, ward
1st level: absorb energy, cryogenic blast, energy shield, oil
slick, smoke cloud
2nd level: darkvision, mirror image, pyrotechnics, shatter
3rd level: dimish tech, explosion, sending, tech override
4th level: ballistic shield, holding cell, kolto reserve
5th level: cryogenic spray, friendly fire, shutdown
6th level: disintegrate, kolto infusion
7th level: tactical superiority
8th level: incendiary cloud
9th level: invulnerability
ACTIONS
Multiattack. The mad scinetist makes three Electrobaton
attacks.
Electrobaton. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 7 (1d4+5) kinetic damage and make a
DC 13 constitution saving throw or take 1d4 lightning
damage and gain the shocked condition.
Maddening Presence (1/Day). Each creature within 30 feet
of the mad scientist must make a DC 18 Wisdom saving
throw. On a failed save, a creature becomes a ected as
if by force confusion for 1 minute. At the end of each of
its turns, an a ected creature takes 4 psychic damage
and repeats this save, ending the e ect on a success.

170
BLACK SUN
Black Sun held a massive amount of reach and in uence, extending its tendrils of corruption deep in the various
galactic governments of each era. It was infamous for its involvement in piracy and smuggling. But smuggling was
just the tip of the iceberg of the galaxy-wide organization. It was involved in every known type of illegal activity; its
information networks surpassed even the accuracy and scope of Imperial Intelligence. The resources available to
Black Sun rivaled those belonging to a large planetary army, including foot soldiers.
Below the leader of Black Sun were nine Vigos (Old Tionese for "nephew"). Each Vigo ruled over his or her own
territory and sector.

BLACK SUN VIGO Cunning Action. On each of The Manipulator's turns, it can
Medium humanoid (Falleen), lawful dark use a bonus action to take the Dash, Disengage, or Hide
action.
Armor Class 16 (heavy combat suit and light shield ACTIONS
generator)
Multiattack. The Manipulator makes two melee weapon
Hit Points 98 (10d8+53) .
attacks or two ranged weapon attacks.
Speed 30ft.
Heavy Blaster Pistol Ranged Weapon Attack. +7 to hit, range
40/160, one target. Hit 7 (1d8+3) energy damage.
STR DEX CON INT WIS CHA
Hidden Blade Melee Weapon Attack: +7 to hit, reach 5ft., one
12 (+1) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 18 (+4)
target. Hit 5 (1d4+3)

Senses passive Perception 14 Exude Pheremones (Recharge 5-6) The Manipulator exudes
Skills Persuasion +7, Deception +10, Intimidation+10, pheromones that allow it to manipulate and control
Animal Handling +6, Perception +6 nearby creatures. Every creature within a 20 ft radius of
Languages Common, Falleen The Manipulator must succeed on a DC 15 Wisdom
saving throw or be charmed. Targets that do not breathe
Challenge 5 (1800 XP)
are immune.
Sneak Attack (1/Turn). The Manipulator deals an extra 7 While charmed the target seeks to assist The
(2d6) damage when it hits a target with a weapon attack Manipulator by any means within its power and
and has advantage on the attack roll, or when the target perspective (including attacking its enemies, and
is within 5 feet of an ally of the Manipulator that isn't ful lling its goals if these are known to the target).
incapacitated and the Manipulator doesn't have Whenever a target takes damage and at the end of each
disadvantage on the roll. of its turns the target can repeat the saving throw.

171
BLACK SUN HUMAN REPLICA Sneak Attack (1/Turn). The HRD deals an extra 17 (5d6)
DROID (HRD) damage when it hits a target with a weapon attack and
Droid (appears human), unaligned has advantage on the attack roll, or when the target is
within 5 feet of an ally of the Assassin that isn't
incapacitated and the HRD doesn't have disadvantage
Armor Class 19 (concealed armored alloy) on the roll.
Hit Points 95 (12d8+36)
Assassinate. The HRD has advantage on attack rolls
Speed 40ft.
against any creature that hasn’t taken a turn in the
combat yet. Additionally, any hit it scores against a
creature that is surprised is a critical hit.
STR DEX CON INT WIS CHA
Evasion. If the HRD is subjected to an e ect that allows it
18 (+4) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 8 (-1)
to make a Dexterity saving throw to take only half the
damage, the HRD instead takes no damage if it succeeds
Skills Athletics +8, Perception +12, Stealth +13, on the saving throw, and only half damage if it fails.
Acrobatics +8,
Damage Vulnerabilities ion ACTIONS
Damage Immunities necrotic, poison, psychic Multiattack. The HRD makes three unarmed strikes or
Condition Immunities poison, disease three blaster pistol attacks.
Senses Darkvision 120 ft., passive Perception +22
Languages Galactic Basic, Faleen, Huttese, Rodese Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Challenge 10 (5,900) one creature. Hit: 17 (3d8+5) kinetic damage. If the
target is a creature, the HRD can choose one of the
following additional e ects. The target must Succeed on
Human Replica. The HRD will pass as human from all but
a DC 13:
the most sophisticated of scanners and even these are
more likely to identify the HRD as organic but not Strength saving throw or drop one item it is
human. holding (HRD's choice).
Circuitry. The HRD has disadvantage on saving throws Dexterity saving throw or be knocked prone.
against e ects that would deal ion or lightning damage.
Constitution saving throw or be stunned until the
Caculated Strikes. The HRD's attacks are considered HRD's next turn.
enhanced.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, range
Cunning Action. On each of The HRD's turns, it can use a 40/160, one target. Hit: 8 (1d6+5) energy damage.
bonus action to take the Dash, Disengage, or Hide
action.

172 Villains
HUTTS
Hutts are a large slug-like sentient species native to the
planet Nal Hutta. They are well known as galactic HUTT WRESTLER
gangsters whose Grand Hutt Council controlls the Hutt Large humanoid (Hutt), unaligned
Clan crime syndicate.
Biology & Appearance. Hutts have large mouths, Armor Class 11 (hide)
stubby arms, and three lungs. They are tough and Hit Points 126 (12d10+60)
muscular with thick leathery skin, which is wrinkled Speed 20 ft.
and slimy. Their tails are supported by a skeletal spine.
Despite their legendary adult size, Hutts start out as
tiny Huttlets less than half a meter in height. STR DEX CON INT WIS CHA
Their homeworld of Nal Hutta has a hot atmosphere 20 (+5) 8 (-1) 20 (+5) 14 (+2) 10 (+0) 10 (+0)
and is frequently streaked by greasy rains, creating a
fetid sauna in which Hutts are most comfortable. Hutts Skills Intimidate +8
can live for centuries—Jabba was 604 when he was Saving Throws Str +8, Con +8
killed—and can grow to enormous sizes. Damage Resistances acid, poison
Some Hutts su er from a genetic defect that causes Condition Immunities charmed, prone
their skin to be bereft of pigment and prone to Senses passive Perception 10
Languages Huttese, Galactic Basic
cracking.
Challenge 8 (3,900 XP)
Culture. Most Hutts are crime lords who live opulent
lives overseeing criminal underworld activities like
Physicality. The Hutt uses his strength score for
smuggling, slavery, gambling and bounty hunting in Intimidation checks.
Hutt Space. They are typically obese, with the muscular
Nar Shaddaa kingpin Grakkus being an exception. ACTIONS
The Hutt Clan is divided into families known as Multiattack. The Hutt makes two slam attacks.
kajidics: Jabba's family was the Desilijic kajidic. Hutts
bandage and bury their dead. Slam. Melee Weapon Attack +8 to hit, reach 5 ft., one
Classical architectural Hutt style can be seen on the target. Hit 9 (1d8+5) kinetic damage, and the target
planet Mataou. It is characterized by terraced buildings must succeed on a Dexterity saving throw (DC 16) or
become grappled.
with sloping gates, and white and red colors.
Clothing is optional for Hutts, and some use live Tail. Melee Weapon Attack +8 to hit, reach 10 ft., one
Sha'rellian toops as hairpieces. Hutts like to eat gorgs, target. Hit 14 (2d8+5) kinetic damage, and the target is
slime pods and Klatooine paddy frogs, and are known knocked prone.
to smoke hookah pipes. Crush. The Hutt can crush an opponent grappled by the
Boonta Hestilic Shad'ruu was a Hutt Hutt. A grappled creature must make a Strength saving
who ascended to godhood. To throw (DC 16). On a failure, the creature takes 14
celebrate the deity's ascension, (2d8+5) kinetic damage and becomes restrained. A
creature who is restrained by the Hutt has
the celebration of Boonta Eve
disadvantage on this saving throw.
was created.

173
HUTT CRIME LORD Tyrant's Ferocity. Hutt Crime Lord has advantage on any
Large humanoid (Hutt), unaligned attack against a creature that is charmed by it or
frightened of it.
Armor Class 14 (hide, survival instinct) Legendary Resistance (3/Day). When Hutt Crime Lord fails a
Hit Points 128 (14d10+60) saving throw, it can choose to succeed instead.
Speed 20 ft.
ACTIONS
Multiattack. The Hutt makes two slam attacks or two hold-
STR DEX CON INT WIS CHA out blaster attacks.
15 (+2) 8 (-1) 17 (+3) 18 (+4) 15 (+2) 18 (+4)
Hold-Out Blaster. Ranged Weapon Attack +3 to hit, range
30/120, one target. Hit 1 (1d4 - 1) energy damage
Skills Deception +8, Insight +6, Intimidate +12,
Perception +6, Persuasion +8 Slam. Melee Weapon Attack +6 to hit, reach 5 ft., one target.
Saving Throws Con +7, Int +8, Cha +8 Hit 6 (1d8+2) kinetic damage, and the target must
Damage Resistances acid, poison succeed on a Dexterity saving throw (DC 16) or become
Condition Immunities charmed, prone grappled.
Senses passive Perception 16 Tail. Melee Weapon Attack +6 to hit, reach 10 ft., one target.
Languages Huttese, Galactic Basic Hit 11 (2d8+2) kinetic damage, and the target is knocked
Challenge 10 (5,900 XP) prone.

Dominating Presence (1/rest). As a bonus action, Hutt Crime


REACTIONS
Lord can call out to a humanoid who can understand it Call the Guards. When a creature attacks Hutt Crime Lord,
that is charmed by it or frightened of it to direct their it commands a willing ally within 5 feet of that creature
next action. The target must succeed on a Wisdom to use their reaction to intercede. The creature is then
saving throw (DC 16). On a failed save, until the end of forced to make an attack on the ally instead. If the attack
Hutt Crime Lord's next turn, the creature takes only the misses, the ally can immediately make a weapon attack
actions Hutt Crime Lord chooses, and doesn’t do with advantage against that creature as a part of that
anything that it doesn’t allow it to do. same reaction.

During this time Hutt Crime Lord can use its reaction to
LEGENDARY ACTIONS
force the creature to use the creature's reaction. Hutt Crime Lord can take 3 legendary actions, choosing
from the options below. Only one legendary action
Innate Tech Casting. The Hutt's innate tech casting ability is option can be used at a time and only at the end of
intelligence (tech save DC 16). It can innately cast the another creature's turn. Hutt Crime Lord regains spent
following powers: legendary actions at the start of his turn.
At will: assess the situation
Overwhelming Presence. Hutt Crime Lord can make a
3/day: absorb energy, element of surprise, fabricate trap, oil
Charisma (Persuasion) or Charisma (Intimidation) skill
slick, smuggle, spot the weakness, stack the deck, tactical
check to attempt to charm or frighten a humanoid
barrier creature who can see or hear it within 60 feet. The target
1/day: kolto cloud, tactical advantage makes a contested Wisdom (Insight) check. If the Hutt's
Reassemble (1/rest). Hutt Crime Lord may use a bonus check succeeds, the target is charmed by it if it used
action to call its allies towards it. It chooses a number of Persuasion, or frightened of it if it used Intimidation,
creatures that it can see within 60 feet of it equal to its until the end of its next turn.
Intelligence modi er (minimum of one). They can use Tech Casting (2 legendary actions). Hutt Crime Lord can cast
their reaction to immediately move directly towards Hutt an innate tech power.
Crime Lord up to their movement speed. This
movement does not provoke opportunity attacks. Hold-out. Hutt Crime Lord makes one hold-out blaster
attack.
Survival Instinct. Hutt Crime Lord and all allies within 10
feet of it gain a bonus to their AC equal to half its Tail. Hutt Crime Lord makes one tail attack.
Intelligence modi er (rounded down, included in Armor
Class).

174 Villains
SALVAGERS
A scavenger or salvager, often abbreviated "scav," is a
person or droid whose primary occupation is collecting
lost or abandoned items or recovering wreckage from
disaster or battle sites.

SALVAGER At will: electroshock, mending, poison spray, ward


Medium tech-caster, any alignment 1st level: tactical barrier, tranquilizer
2nd level: cryogenic volley, infiltrate
Armor Class 14 (heavy combat suit) Staunch The salvager has advantage on saving throws
Hit Points 33 (6d8+6) against being charmed or frightened.
Speed 30ft.
ACTIONS
Multiattack. The salvager makes two melee or ranged
STR DEX CON INT WIS CHA weapon attacks.
13 (+1) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 10 (+0)
Heavy Shotgun. Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 7 (2d4+2) kinetic damage.
Skills Investigation +4, Lore +4, Technology +4
Senses passive Perception 10 Heavy Shotgun Burst. Ranged Weapon Attack: 10 ft. cube,
Languages Galactic Basic, one other range 30/120 ft., DC 12 dexterity saving throw or 7
Challenge 2 (450 XP) (2d4+2) kinetic damage.
Electrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Techcasting. Techcasting. The salvager is a 4th-level target. Hit: 5 (1d6+2) kinetic damage and make a DC 13
techcaster. Its techcasting ability is Intelligence(power constitution saving throw or take 1d4 lightning damage
save DC 12, +4 to hit with tech attacks) and it has 16 tech and gain the shocked condition.
points. The salvager knows the following tech powers:

175
VETERAN SALVAGER
Medium tech-caster, any alignment

Armor Class 15 (h. combat suit+light shield gen.)


Hit Points 33 (6d8+6)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 13 (+1) 18 (+4) 13 (+1) 11 (+0)

Saving Throws Dex +4


Skills Investigation +6, Lore +6, Technology +6
Senses passive Perception 11
Languages Galactic Basic, two others
Challenge 3 (700 XP)

Nanobot Cloud. As an action, the veteran salvager


releases a mist of nanobots can restore 30 hit points
to any number of objects, droids, or constructs within
30 feet of it, and divide those hit points among them.
This feature can restore an object, droid, or construct
to no more than half of its hit point maximum. This
feature has no e ect on humanoids.
Techcasting. The veteran salvager is a 6th-level
techcaster. Its techcasting ability is Intelligence (power
save DC 14, +6 to hit with tech attacks) and it has 24
tech points. The veteran salvager knows the following
tech powers:
At will: electroshock, jet of flame, poison spray, temporary
boost
1st level: absorb energy, cryogenic blast, energy shield, oil
slick
2nd level: detect invisibility, mirror image, paralyze
humanoid
3rd level: tactical advantage, kolto cloud
ACTIONS
Multiattack. The salvager makes two weapon attacks.

Slug Pistol. Ranged Weapon Attack: +4 to hit, range 40/160


ft., one target. Hit: 5 (1d6+2) kinetic damage.

176
OUTLAW ARCHAEOLOGIST At-will: electroshock, encrypted message, mending, ward
Medium humanoid (human), chaotic balanced 1st level: element of surprise, holographic disguise, repair
droid, translation program
Armor Class 17 ( ber armor, 19 with tactical 2nd level: hold droid, infiltrate, shatter, smuggle
advantage) 3rd level: explosion, tactical advantage
Hit Points 98 (15d8+30) 4th level: ballistic shield, cloaking screen
Speed 30 ft. 5th level: override interface
6th level: disintegrate

STR DEX CON INT WIS CHA ACTIONS


Multiattack. The Outlaw Archaeologist makes two attacks.
10 (+0) 20 (+5) 14 (+2) 24 (+7) 14 (+2) 16 (+3)
Techblade. Melee Weapon Attack: +9 to hit, Reach 5ft., one
Saving Throws Dex +9, Con +6, Int +11, Cha +7 target. Hit: 8 (1d6+5) kinetic damage.
Skills Deception +11, Investigation +11, Lore +11,
Blaster Pistol. Ranged Weapon Attack: +9 to hit, ranged
Nature +11, Perception +6, Technoloy +11
40/160 ft., one target. Hit: 9 (2d6+5) energy damage.
Senses Passive Perception 16
Languages Galactic Basic, Binary, Huttese, Shyriiwook LEGENDARY ACTIONS
Challenge 12 (8,400) The Outlaw Archaeologist can take 3 legendary actions,
choosing from the options below. Only one legendary
Legendary Resistance (3/day). If the Outlaw Archaeologist action option can be used at a time and only at the end
fails a saving throw, it can choose to succeed instead. of another creature’s turn. The Outlaw Archaeologist
regains spent legendary actions at the start of its turn.
Practiced Liar. Creatures have disadvantage on insight
checks to determine if the Outlaw Archaeologist is lying. At-Will Power. The Outlaw Archaeologist casts an At-Will
If a creature has caught the Outlaw Archaeologist lying power.
before, they do not roll with disadvantage.
Move. The Outlaw Archaeologist moves up to its speed
Sneak Attack (1/turn). The Outlaw Archaeologist deals an without provoking attacks of oppurtunity.
extra 17 (5d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, or Cast Tech Power (Costs 2 actions). The Outlaw Archaeologist
when the target is within 5 feet of an ally of the Outlaw casts a Tech Power, expending tech points as normal.
Archaeologist that isn't incapacitated and the Outlaw Boop (Costs 3 actions). The Outlaw Archaeologist throws an
Archaeologist doesn't have disadvantage on the attack. explosive device at a point within 60 feet. All creatures
Tech Resistance. The Outlaw Archaeologist has advantage within a 20 foot radius of the point must make a DC 19
to on saving throws against Tech Powers. Dexterity saving throw, taking 17 (4d8) re damage and
17 (4d8) energy damage on a failed save, or half as much
Techcasting. The Outlaw Archaeologist is a 12th-level on a successful one.
techcaster. Its techcasting ability is Intelligence (power
save DC 19, +11 to hit with power attacks). The Outlaw
Archaeologist has 29 tech points and knows the
following tech powers:

177
SMUGGLERS
A smuggler, also known by the euphemism free trader,
is someone who engaged in the clandestine shipment SMUGGLER
of goods or people to prevent taxation or some other Medium Humanoid (any), chaotic balanced
impediment. The goods shipped are often highly illegal
or banned in some sectors. Weapon smugglers are Armor Class 17 (heavy combat suit)
referred to as gun runners. Hit Points 60 (9d8+18)
By far the most commonly smuggled substances are Speed 30ft.
varieties of spice. Although most kinds of spice are
psychoactive drugs, and most forms were illegal under
the Empire, the government's main concern is not to STR DEX CON INT WIS CHA
stem the ow of spice, but to collect taxes from its 10 (+0) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3)
shipment and distribution through legitimate channels.
Weapons were another commonly smuggled Saving Throws Dex +8, Cha +6
commodity within the Empire, whose bureaucracy Senses passive Perception 16
strictly controlled weapons availability in order to Skills Persuasion +6, Deception +9, Piloting +10,
prevent criminals and insurgents, in particular the Acrobatics +8, Perception +6
Rebel Alliance, from becoming signi cant threats. Languages Galatic Basic, Huttese
Other cargo for smugglers include chak-root, stolen Challenge 4 (1,100)
merchandise, and even clear water. In extreme
Cunning Action. On each of The Smuggler's turns, it can
situations, smugglers delivered standard resources or
use a bonus action to take the Dash, Disengage, or
food. Hide action.
Sneak Attack (1/Turn). The Smuggler deals an extra 12
(4d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the Smuggler
that isn't incapacitated and the Smuggler doesn't have
disadvantage on the roll.
Bad Feeling When the Smuggler rolls for initiative, it can
move up to 30ft. This movement happens before the
initiative order is determined.
Tech Casting. The Smuggler is a 6th level techcaster it's
tech casting ability is Intelligence (tech save DC 15, +7
to hit with power attacks, 24 tech points). The
Smuggler knows the following powers:
At Will: combustive shot, encrypted message, assess the
situation
1st Level: target lock, element of surprise, flash, oil slick,
smoke cloud,stack the deck
2nd Level: translocate, mirror image, charge powercell,
infiltrate, smuggle
3rd Level: debilitating gas, invisibility to cameras
ACTIONS
Multiattack. The Smuggler makes two weapon attacks

Heavy Blaster Pistol Ranged Weapon Attack. +8 to hit, range


40/160, one target. Hit 9 (1d8+5) energy damage.
Hidden Blade Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit 7 (1d4+5)

178
BARON ADMINISTRATOR Lucky (3/day). When the Baron makes an attack roll, an
Medium humanoid (human), chaotic balanced ability check, or a saving throw, he can choose to roll an
additional d20. He can then choose which of the d20s is
used for the attack roll, ability check, or saving throw.
Armor Class 17 ( ber armor, light shield)
Hit Points 110 (20d8+20) Lucky Number 7. whenever the Baron rolls a 7 on an attack
Speed 30ft. roll against the target of it's Critical Analysis feature, the
attack automatically hits. When attacking with advantage
or disadvantage, this e ect applies if either roll is a 7. If
STR DEX CON INT WIS CHA both rolls are a 7, the attack is a critical hit.
12 (+1) 20 (+5) 12 (+1) 22 (+6) 16 (+3) 20 (+5) Legendary Resistance (3/Day). When the Baron fails a saving
throw, he can choose to succeed instead.
Saving Throws Cha +9, Dex +9, Int +10, Multitasker. The Baron can take a second reaction each
Senses passive Perception 21 round. It can only take one reaction per turn.
Condition Immunities charmed, frightend
Skills Deception +13, Investigation +10, Persuasion Sneak Attack (1/Turn). The Baron deals an extra 18 (6d6)
+13, Piloting +10, Stealth +9, Sleight of Hand +13, damage when it hits a target with a weapon attack and
Languages Galatic Basic, Huttese, Rodese, Shyriiwook, has advantage on the attack roll, or when the target is
within 5 feet of an ally of the Baron that isn't
Sullustese
incapacitated and the Baron doesn't have disadvantage
Challenge 12 (8,400 XP) on the roll.

All In (3/day). When the Baron makes an attack roll, and The Idiot's Array. When a creature hits the Baron with a
the result is less than 20, he can roll 1d10 adding it to weapon attack roll, roll 1d10. On a roll of 4 or higher,
the roll. If the resulting sum is 20 or 23, the attack is you take minimum damage on the damage roll and
considered a critical hit. subtract the value of the superiority die. On a roll of 3 or
lower, you instead take the maximum.
Critical Analysis. As a bonus action the Baron can analyze a
target it can see within 90 feet. For the next minute, or
ACTIONS
until it analyzes another target, it gains the following Multiattack. When the Baron makes three weapon attacks.
bene ts:
Heavy Pistol Ranged Weapon Attack. +9 to hit, range 40/160,
After analyzing a hostile creature, the Baron can use its one target. Hit 13 (2d8+5) energy damage.
Intelligence modi er instead of Dexterity for attack and
damage rolls against that creature. Hidden Blade Melee Weapon Attack: +9 to hit, reach 5ft., one
target. Hit 9 (2d4+5)
After analyzing a friendly creature, the target can end
the Baron's Critical Analysis on them (no action REACTIONS
required). The target then gains a +6 bonus that can be
applied to one attack roll, ability check, or saving throw Tell Me The Odds. If the target of the Baron's Critical
that the target makes Analysis hits him with a weapon attack roll, he can use
his reaction to roll 1d10. On a 4 or higher, the Baron
Cunning Action. On each of its turns, the Baron can use a imposes disadvantage on the roll. If the target already
bonus action to take the Dash, Disengage, or Hide had disadvantage, they must instead reroll one of the
action. dice once.

179
LEGENDARY CORELLIAN Sneak Attack (1/Turn). The Smuggler deals an extra 18 (6d6)
SMUGGLER damage when it hits a target with a weapon attack and
Medium Humanoid (human), chaotic balanced has advantage on the attack roll, or when the target is
within 5 feet of an ally of the Smuggler that isn't
incapacitated and the Smuggler doesn't have
Armor Class 20 (heavy combat suit +1) disadvantage on the roll.
Hit Points 130 (15d8+30)
Avoidance. If the Smuggler is subjected to an e ect that
Speed 30ft.
allows it to make a saving throw to only take half
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.
STR DEX CON INT WIS CHA
Bad Feeling When the Smuggler rolls for initiative, it can
10 (+0) 24 (+7) 14 (+2) 18 (+4) 16 (+3) 16 (+3)
move up to 30ft. This movement happens before the
initiative order is determined.
Saving Throws Dex +12, Int +9, Wis +8, Cha +8
Senses passive Perception 18 Tech Casting. The Smuggler is a 11th level techcaster it's
Damage Resistances cold, lightning, kinetic, ion and tech casting ability is Intelligence (tech save DC 16, +8 to
energy damage from unenhanced weapons hit with power attacks, 44 tech points). The Smuggler
Condition Immunities charmed, frightend knows the following powers:
Skills Persuasion +13, Deception +13, Piloting +14, At Will: combustive shot, encrypted message, assess the
Acrobatics +12, Perception +8 situation
Languages Galatic Basic, Huttese, understands but 1st Level: target lock, element of surprise, flash, oil slick,
cannot speak Shyriiwook smoke cloud, stack the deck
Challenge 16 (15,000) 2nd Level: translocate, mirror image, charge powercell,
infiltrate, smuggle
Shoots First. When combat begins the smuggler may take 3rd Level: debilitating gas, invisibility to cameras
his turn immediatly before the initiative order is 4th Level: salvo
determined. After which initiative is rolled by all those in 5th Level: mislead, override interface, shutdown
combat including the smuggler.
ACTIONS
Alert. The Smuggler can not be surprised while conscious Multiattack. The Smuggler makes three weapon attacks
and has a +5 to his initiative rolls. Other creatures are
not able to gain advantage on attack rolls against him as Modified DL44 Blaster Ranged Weapon Attack. +12 to hit,
a result of being hidden from the smuggler. range 40/160, one target. Hit 19 (3d8+7) energy damage.
Cunning Action. On each of The Smuggler's turns, it can Hidden Blade Melee Weapon Attack: +12 to hit, reach 5ft.,
use a bonus action to take the Dash, Disengage, or Hide one target. Hit 15 (4d4+7)
action.
Legendary Resistance (3/Day). When the Smuggler fails a
REACTIONS
saving throw, he can choose to succeed instead. Uncanny Dodge. The Smuggler halves the damage that it
takes from an attack that hits it.

180
LEGENDARY WOOKIEE
SMUGGLER
Medium humanoid (wookiee), chaotic light

Armor Class 18 (wookiee hide)


Hit Points 150 (20d8+60)
Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA


22 (+6) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 8 (-1)

Saving Throws Str +11, Dex +10, Con +8, Wis +8,
Senses Darkvision 60ft., passive Perception 18,
Damage Resistances cold, lightning, kinetic, ion and
energy damage from unenhanced weapons
Condition Immunities charmed, frightend
Skills Athletics +16, Technology +7, Piloting +12,
Nature +8, Perception +8
Languages Shyriiwook, understands but cannot
speak Galatic Basic, Huttese
Challenge 15 (13,000 XP)

Agressive. As a bonus action, the smuggler can move up


to its speed toward a hostile creature that it can see.
Close Quarters Shooting. If there is a hostile creature
within 5ft of the YVH 1 its ranged attacks will not have
disadvantage.
Brawling Mastery. The smuggler's speed isn’t a ected by
carrying a grappled creature who is large or smaller.
Legendary Resistance (3/Day). When the Smuggler fails a
saving throw, she can choose to succeed instead.
ACTIONS
Multiattack. The smuggler makes three weapon attacks.

Modified Wookiee Bowcaster Ranged Weapon Attack. +10 to


hit, range 40/160, one target. Hit 20 (3d10+5) energy
damage.
Unarmed Strike Melee Weapon Attack: +11 to hit, reach 5ft.,
one target. Hit 14 (2d8+6) and the target is grappled.
Rend (1/turn). The smuggler tears apart a grappled
opponent. A grappled creature must make a DC 19
Strength saving throw. On a failure, the creature takes
20 (4d8+6) kinetic damage and is stunned until the end
of the smuggler's next turn. On a success, the creature
takes normal unarmed strike damage.
REACTIONS
Close Quarters Mastery. The smuggler can utilize its
reaction to make an opportunity attack utilizing it's
bowcaster against a creature that enters or leaves a
15ft radius of the smuggler.

181
THUGS & SECURITY FORCES
Various di erent types of thugs and security forces,
appropriate for gangs, simple ru ans, or mercenaries.

AQUALISH ENFORCER
Medium humanoid (aqualish), chaotic dark

Armor Class 16 (durasteel armor)


Hit Points 93 (11d8+44)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

Saving Throws Str +6, Con +6, Wis +2


Skills Intimidation +5
Senses darkvision 60 ft., passive Perception 10
Languages Galactic Basic, Aqualish and one other
Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the aqualish can move up


to its speed toward a hostile creature that it can see.

Fury. The aqualish deals an extra 4 (ld8) damage when


it hits with a melee weapon attack (included in the
attack).
ACTIONS
Multiattack. The aqualish makes two weapon attacks.

Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 14 (1d12+4+1d8) kinetic damage.
Slugthrower. Ranged Weapon Attack: +3 to hit, range
30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage.
Burst. The aqualish sprays a 10-foot-cube area within
range of its slugthrower with shots. Each creature in
the area must make a DC 11 Dexterity saving throw,
taking normal weapon damage on a failed save.
Battle Cry (1/Day). Each creature of the aqualish's choice
that is within 30 feet of it, can hear it, and not already
a ected by Battle Cry gain advantage on attack rolls
until the start of the aqualish's next turn. The aqualish
can then make one attack as a bonus action.

182
GLADIATOR Brute. A melee weapon deals one extra die of its damage
Medium humanoid (any), chaotic dark when the gladiator hits with it (included in the attack).
ACTIONS
Armor Class 16 (combat suit, heavy shield)
Hit Points 112 (15d8+45) Multiattack. The gladiator makes two vibroblade attacks
Speed 30 ft. and one shield bash.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8+4) kinetic damage.
STR DEX CON INT WIS CHA
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
target. Hit: 9 (2d4+4) kinetic damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15
Saving Throws Str +7, Dex +5, Con +6 Strength saving throw or be knocked prone.
Skills Athletics +10, Intimidation +5
Senses passive Perception 11 REACTIONS
Languages Galactic Basic and one other Parry. The gladiator adds 3 to its AC against one melee
Challenge 5 (1,800 XP) attack that would hit it. To do so, the gladiator must see
the attacker and be wielding a melee weapon.
Brave. The gladiator has advantage on saving throws
against being frightened.

183
BERSERKER RUFFIAN
Medium humanoid (any), any chaotic alignment Medium humanoid, neutral dark

Armor Class 13 (heavy combat suit) Armor Class 14 (battle armor)


Hit Points 67 (9d8+27) Hit Points 13 (2d8+4)
Speed 35 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1) 15 (+2) 14 (+2) 13 (+1) 10 (+0) 9 (-1) 12 (+1)

Senses passive Perception 10 Skills Intimidation +3


Languages Galactic Basic and one other Senses passive Perception 9
Challenge 2 (450 XP) Languages Basic, Huttese
Challenge 1/2 (100 XP)
Reckless. At the start of its turn, the berserker can gain
advantage on all melee weapon attack rolls during that ACTIONS
turn, but attack rolls against it have advantage until
Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one
the start of its next turn.
target. Hit: 6 (1d8+2) energy damage
ACTIONS Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one one target. Hit: 6 (2d4+2) kinetic damage.
target. Hit: 9 (1d12+3) kinetic damage.

184
SPY
Medium humanoid (any), any alignment THUG
Medium humanoid (any), any alignment
Armor Class 12 (unarmored)
Hit Points 27 (6d8) Armor Class 12 (heavy combat suit)
Speed 30 ft. Hit Points 11 (2d8+2)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
Skills Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand +4, Senses passive Perception 10
Stealth +4 Languages Galactic Basic and one other
Senses passive Perception 16 Challenge 1/8 (25 XP)
Languages Galactic Basic and one other
Challenge 1 (200 XP) ACTIONS
Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120
Cunning Action. On each of its turns, the spy can use a
ft., one target. Hit: 6 (2d4+1) kinetic damage
bonus action to take the Dash, Disengage, or Hide
action. Vibromace. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (1d10+1) kinetic damage.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and Burst. The thug sprays a 10-foot-cube area within range
has advantage on the attack roll, or when the target is of its shotgun. Each creature in the area must make a
within 5 feet of an ally of the spy that isn't DC 11 Dexterity saving throw, taking normal weapon
incapacitated and the spy doesn't have disadvantage damage on a failed save.
on the attack roll.
ACTIONS
Multiattack. The spy makes two weapon attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120


ft., one target. Hit: 4 (1d4+2) energy damage.
Techblade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) kinetic damage.

185
UGNAUGHTS
Diminutive, porcine humanoids who have pink skin,
upturned noses, white hair, and thick layers of jowls,
Ugnaughts are considered one of the hardest-working
species in the galaxy. Some have tusks that they use in
blood duels. They are strong and resilient, and their
life-spans reach up to more than 200 standard years.
They notably ate genteslugs. Ugnaughts evolved on
Gentes, a planet located in the Anoat sector of the
Outer Rim Territories. However, throughout history,
many were sold into slavery and taken to new worlds
to work as slaves or indentured servants.

UGNAUGHT BOSS
Small humanoid (Ugnaught), lawful dark

Armor Class 15 (mesh armor)


Hit Points 81 (18d6+18)
Speed 25 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Con +3


Skills Athletics +3, Persuasion +3
Damage Resistances Acid
Senses Darkvision 60ft, passive Perception 10
Languages Galactic Basic, Bocce, Jawa, Ugnaught UGNAUGHT RIGGER
Challenge CR 2 (450 XP) Small humanoid (Ugnaught), lawful dark

Aura of Command. Friendly creatures that it can see and


hear the Ugnaught Boss within 30 feet of it add a +1 Armor Class 15 (mesh armor)
bonus to their attack and damage rolls. This e ect Hit Points 72 (16d6+16)
ends if the o cer is incapacitated. Speed 25 ft.
Tech Casting. The Ugnaught Boss is a 5th-level
techcaster. Its techcasting ability is Intelligence (power STR DEX CON INT WIS CHA
save DC 14, +6 to hit with power attacks, 17 tech
12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
points).
The Ugnaught Boss knows the following powers: Saving Throws Con +3
At-will: Acid Splash, Cryogenic Burst, Mending, On/Off Skills Athletics +3
1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud Damage Resistances Acid
2nd-level: Acid Dart, Lock, Smuggle Senses Darkvision 60ft, passive Perception 10
Languages Ugnaught
ACTIONS Challenge CR 1 (200 XP)
Multiattack. The Ugnaught Boss makes two weapon
attacks. ACTIONS
Blaster Carbine. Ranged Weapon Attack: +5, range 60/240 Heavy Pistol. Ranged Weapon Attack: +4, range 40/160 ft,
ft, one target. Hit 6 (1d6+3) energy damage. one target. Hit 6 (1d8+2) energy damage.
Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Tusks. Melee Weapon Attack: +3, range 5 ft, one target.
Hit 4 (1d6+1) Hit 4 (1d6+1)

186
WORLD DEVASTATOR
World Devastators, also known as World Smashers, In addition, the factories can also focus on upgrading
World Sweepers, Planet Smashers, or City Eaters, are the World Devastator itself; a portion of the raw
gigantic superweapons, successors of the Imperial materials created in the molecular furnace is set aside
Leviathan, with strong tractor beams attached to them for advancements to the main body. With these unique
that can wreak havoc on planets. They were designed customizations, no two "mature" World Devastators
by Umak Leth and employed by the Galactic Empire are truly alike. Given su cient time and resources, a
under the reborn Emperor Palpatine. World Devastator can even manufacture more World
A Devastator's primary tactic is to land on the Devastators.
surface of a planet where its mighty tractor beam These machines' shields are so strong that even
projectors can literally tear the planet beneath it apart. concentrated turbolaser re cannot penetrate them,
The deconstruction of the planet and its resources will and most times any contact with another enemy ship
then be used for both fuel for the Devastator and for results in the consumption of that ship by the World
its massive foundries which churn out starships, Devastator. Newer, smaller Devastators carry their
star ghters, and droids which may be sent into battle shield generators on their outer hull, which may be
straight from the assembly line. The internal factories vulnerable to star ghter attack.
can create anything from a star ghter or speeder to a
medium-sized cruiser, given enough resources.
Each World Devastator is controlled by a central
droid brain—sentient crewmembers are aboard to
oversee production and handle navigation or weapons
systems. The droid brain is responsible for creating the
new weapons of war, and is programmed with
a massive store of ship types and parameters,
able to create a wide variety of vessels for any
combat situation.

Villains 187
WORLD DEVASTATOR, JUVENILE Molecular Engine Collapse. When the world devastator is
Garagantuan construct, unaligned reduced to zero hit points it explodes in a swath of
atomic destruction. Each creature and object within 1
Armor Class 19 (armor plating) mile of the world devastator take 55 (10d10) kinetic
damage, 55 (10d10) energy damage, and 55 (10d10)
Hit Points 615 (30d20+300)
sonic damage. Each damage type can be reduced by half
Speed 40 ft., y 40 ft. with a successful DC 18 saving throw: Dexterity vs.
kinetic, Constitution vs. energy, and Wisdom vs. sonic.
Additionally, a creature that fails two or three of the
STR DEX CON INT WIS CHA saving throws is a ected by a tear in hyperspace and
30 (+10) 2 (-4) 30 (+10) 10 (+0) 10 (+0) 7 (-1) appears 5d100 miles away in a random direction.
Towering. Creatures of Huge size or smaller can stand in
Saving Throws Str +18, Con +18 the world devastator's space.
Damage Vulnerabilities Ion
Damage Resistances Psychic ACTIONS
Damage Immunities Poison, Necrotic Multiattack. The world devastator makes three point-
Condition Immunities Poisoned, Frightened, Petri ed, defense attacks.
Restrained, Incapacitated, Stunned, Prone, Blinded,
Charmed, Disease Point-Defense. The world devastator chooses a point
Senses darkvision 120 ft., passive perception 10 within 320 ft and lets loose a barrage of blaster re from
Languages Binary its point defense system. Each creature in a 15ft cube
around that point must succeed on a DC 26 Dexterity
Challenge 28 (120,000 XP)
saving throw, taking 26 (3d10+10) energy damage on a
failed save, or half as much damage on a successful one.
Circuitry. The construct has disadvantage on saving
throws against e ects that would deal ion or lightning Blast Attacks (Recharge 5-6). The world devastator makes
damage. one of the following blast attacks.
Gravitic Beam. The world devastator expels a 90-foot cube
Droid Manufacturing. The world devastator can produce
of powerful localized gravity, originating from the
medium size droids, which it can deploy using its Deploy
construct. Falling damage in the area increases to 1d10
Droids legendary action, or which can be fought by
per 10 feet fallen. When a creature starts its turn within
creatures inside of the world devastator.
the area or enters it for the rst time in a turn, including
Earth-Shaking. As a bonus action, the world devastator can when the world devastator creates the eld, it must
send a shock wave through the ground in a 300-foot- make a DC 26 Strength saving throw. On a failure the
radius circle centered on itself. That area becomes creature is restrained. On a success the creature’s speed
di cult terrain for 1 minute. Each creature on the is halved as long as it remains in the eld. A restrained
ground that is concentrating must succeed on a DC 26 creature repeats the saving throw at the end of its turn.
Constitution saving throw or the creature's The eld persists until the world devastator’s blast attack
concentration is broken. recharges, and it can’t use gravitic beam consecutively.
The shock wave deals 100 thunder damage to all Molecular Engine Flare. The world devastator expels plasma
structures in contact with the ground in the area. If a in a 90-foot cone. Each creature in that area must make
creature is near a structure that collapses, the creature a DC 26 Dexterity saving throw, taking 55 (13d6+10) re
might be buried; a creature within half the distance of damage and 55 (13d6+10) energy damage on a failed
the structure's height must make a DC 26 Dexterity save, or half as much damage on a successful one.
saving throw. On a failed save, the creature takes 17
Spew Rock. The world devastator expels rocky debris in a
(5d6) kinetic damage, is knocked prone, and is trapped
in the rubble. A trapped creature is restrained, requiring 90-foot cube. Each creature in that area must make a DC
a successful DC 20 Strength (Athletics) check as an action 26 Dexterity saving throw. A creature takes 71 (13d10)
to escape. Another creature within 5 feet of the buried kinetic damage on a failed save, or half as much damage
creature can use its action to clear rubble and grant on a successful one. A creature that fails the save by 5 or
advantage on the check. If three creatures use their more is knocked prone.
actions in this way, the check is an automatic success. LEGENDARY ACTIONS
On a successful save, the creature takes half as much
damage and doesn't fall prone or become trapped. The world devastator can take 3 legendary actions,
choosing from the options below. Only one legendary
Heavy Shielding. The world devastator employs heavy action option can be used at a time and only at the end
shield generators, making it di cult for smaller arms to of another creature's turn. The world devastator regains
damage it. Unless the damage from a single attack or spent legendary actions at the start of their turn.
e ect exceeds 30 points, the world devastator takes no
damage from that attack. If the world devastator takes Deploy Droids (Costs 2 Actions). The world devastator
an amount of damage from a single attack or e ect manufactures a squad of droid troops. It deploys 1 B1-
equal to or greater than its damage threshold, it takes Battle Droid Squad. This squad appears in any
damage as normal. unoccupied spaces within 10 ft. of the world devastator.
Interior Vulnerability. The world devastator's interior is Detect. The world devastator makes a Wisdom
vulnerable to damage done by grenades, mines and (Perception) check with advantage.
charges, unless it is immune to that damage. It also
Point-Defense. The world devastator makes a single attack
automatically fails all Dexterity saving throws from such
e ects that occur in its interior. with its point-defense.

Legendary Resistance (3/Day). If the world devastator fails a Repair (Costs 3 Actions). The world devastator regains 52
saving throw, it can choose to succeed instead. (5d20) hit points.

188 Villains
YUUZHAN VONG
The Yuuzhan Vong—"Children of Yun-Yuuzhan", also called the Chosen Race, known to the Chiss and Ferroans as the
Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family
and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the
deaths of nearly 365 trillion sentient beings during their invasion of the galaxy.
Biology & Appearance. The Yuuzhan Vong are humanoids that are taller and of heavier build than the average
Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have
sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual
mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also
have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser
amounts on both the head and body than Humans, but often wear it much longer than them, unless completely
bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of
beauty. These eyesacks expand and contract to re ect a Yuuzhan Vong's mood. The most common skin tones among
the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very
conductive, as if it was made speci cally for feeling pain.
The Force. Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of
the Force: they have no Force presence that can be sensed, and are una ected by most Force powers that are
targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of
action is futile. Although it is not possible to a ect the Yuuzhan Vong directly through the use of the Force, it is
possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and
throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the
pressure, thus allowing a Jedi to, in e ect, crush the Yuuzhan Vong.
Culture. Yuuzhan Vong culture is centered on sacri ce, their gods, and the philosophy of pain. They glorify pain;
not as a motive for action, but as a state of living. They believe that, just like their gods had sacri ced their bodies to
create the galaxy, the Yuuzhan Vong themselves were to sacri ce parts of their body for a greater purpose. By
remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a
manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring,
and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their
bodies. Devotional practices to the gods call for bloodletting at prayer times.
The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love a airs
between two di erent castes is considered forbidden. They also greatly believe in honor: even under interrogations,
the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they
typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.
Villains 189
Technology. The Yuuzhan Vong have a fanatical hatred
of machines, believing them to be abominations and
an a ront to their gods. Machines do not die, meaning
that they are capable of replacing organic life—which is
something the Yuuzhan Vong would never allow.

AMPHISTAFF
Like all Yuuzhan Vong biotechnology, amphista s were
fully organic beings native to the Yuuzhan Vong
homeworld. Young amphista s grew in trios from
leathery polyps, reaching out and snatching whatever
prey could be found and redirecting it into the polyp's
gaping maw, known as the groundmouth, thus feeding
all four entities simultaneously. Eventually the
amphista s lengthened to around 2 to 3 meters, too
large for their polyp to support them. They would
break o , escaping their amphista breeding gla, and
slither into the wilderness leaving the polyp to die.
Amphista s saw in infrared light.

WARRIOR CASTE
The warrior caste served as the armies of the Yuuzhan
Vong and was one of the largest castes who essentially
served as the military branch of their race. Members of
the caste were trained from an early age to excel in
combat. Warriors were also more aggressive than
other Yuuzhan Vong. Their chief weapon was the
amphista , which resembled a deadly serpent capable
of spitting venom or coiling around foes. The warriors
were devotees of the Slayer, Yun-Yammka, and sought
honor in combat. They wore the living vonduun crab
armor which was capable of resisting blaster re or
lightsabers. This armor did have weak points, such as
points at the armpit and areas of the inner hip where
the shell's segments joined.
Ranks of the warrior caste included the Warmaster,
Supreme Commander, Commander, Subaltern and
Warrior.

AMPHISTAFF ACTIONS
Small beast, unaligned
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4+3) kinetic damage and the target must make
Armor Class 13 a DC 13 Constitution saving throw, taking 10 (3d6)
Hit Points 13 (3d6+3) poison damage on a failed save, or half as much damage
Speed 30 ft. on a successful one.

Spit Poison. Ranged Weapon Attack: +5 to hit, range 20/60


STR DEX CON INT WIS CHA ft., one target. Hit: 5 (1d4+3) kinetic damage and the
target must make a DC 13 Constitution saving throw. On
2 (-4) 16 (+3) 12 (+1) 2 (-4) 10 (0) 3 (-4)
a failed save, the target takes 10 (3d6) poison damage
and is blinded for 1 minute. On a successful one, the
Damage Immunities energy, poison; ion and kinetic target takes half as much damage and isn't blinded. A
from unenhanced weapons target can repeat the saving throw at the end of each of
Condition Immunities poisoned its turns, ending the e ect on itself on a success.
Senses truesight 30 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)

Shaped Fortitude. If damage reduces the amphista to 0 hit


points, it must make a Constitution saving throw with a
DC of 5+the damage taken, unless the damage is from a
critical hit. On a success, the amphista drops to 1 hit
point instead.
190 Villains
VONGSENSE
Vongsense is a power which enables a being to sense
Yuuzhan Vong telepathically. This ability was
discovered by Anakin Solo after he attuned a lambent
crystal to him and then repaired his lightsaber using it.
In some ways, this ability worked similarly to the
Force, but only relating to the Yuuzhan Vong and their
biots.
This ability was fairly rare, although it was also
possessed by Tahiri Veila, Finn Galfridian and by
Anakin's brother Jacen. This was because forming it
required a physical or mental connection of sorts to
Yuuzhan Vong biotechnology. In Anakin's case, this
was the lambent crystal; in Tahiri's, the vivisection she
had su ered as the captive of Mezhan Kwaad; and in
Jacen's, the similar ordeal he had undergone at the
hands of Vergere.
Jedi practitioners have to temporarily abandon their
connection with the Force in order to use Vongsense.

YUUZAHN VONG WARRIOR Transform Amphistaff. As a bonus action, the warrior can
Medium humanoid (yuuzahn vong), chaotic neutral change the form of its amphista .
ACTIONS
Armor Class 17 (vonduun half plate armor)
Multiattack. The warrior can make two melee weapon
Hit Points 44 (8d8+8)
attacks.
Speed 30 ft.
Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d6+2)
STR DEX CON INT WIS CHA
kinetic damage and the target must make a DC 13
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 11 (0) Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
Saving Throws Str +5, Con +4 successful one.
Damage Resistance force Amphistaff (Staff Form). Melee Weapon Attack: +5 to hit, reach
Damage Immunities energy while in vonduun armor 5 ft., one target. Hit: 5 (1d6+2) kinetic damage, or 7
Senses darkvision 60 ft., passive Perception 11 (2d4+2) kinetic damage if used with two hands to make a
Languages Yuuzhan Vong melee attack.
Challenge 5 (1,800 XP)
Amphistaff (Whip Form). Melee Weapon Attack: +5 to hit,
reach 10 ft., one target. Hit: 4 (1d4+2) kinetic damage
Limited Force Immunity. The warrior can't be a ected or
and the target must make a DC 13 Constitution saving
detected by force powers of 2nd level or lower. It has throw, taking 10 (3d6) poison damage on a failed save,
advantage on saving throws against all other force or half as much damage on a successful one.
powers and e ects.

Villains 191
YUUZAHN VONG WARLORD
Medium humanoid (yuuzahn vong), chaotic neutral

Armor Class 18 (vonduun plate armor)


Hit Points 98 (13d8+39)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 15 (+2)

Saving Throws Str +6, Con +6


Damage Resistance force
Damage Immunities energy while in vonduun armor
Senses darkvision 60 ft., passive Perception 12
Languages Yuuzhan Vong
Challenge 11 (7,200 XP)

Limited Force Immunity. The warlord can't be a ected or


detected by force powers of 5th level or lower. It has
advantage on saving throws against all other force
powers and e ects.
Martial Advantage. Once per turn, the warlord can deal an
extra 14 (4d6) damage to a creature it hits with a
weapon attack if that creature is within 5 ft. of an ally
of the warlord that isn't incapacitated.
Transform Amphistaff. As a bonus action, the warlord can
change the form of its amphista .
ACTIONS
Multiattack. The warlord can make three melee weapon
attacks.

Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +6


to hit, reach 5 ft. or 20/60 ft., one target. Hit: 6 (1d6+3)
kinetic damage and the target must make a DC 13
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful one.
Amphistaff (Staff Form). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage, or
8 (2d4+3) kinetic damage if used with two hands to
make a melee attack.
Amphistaff (Whip Form). Melee Weapon Attack: +6 to hit,
reach 10 ft., one target. Hit: 5 (1d4+3) kinetic damage
and the target must make a DC 13 Constitution saving
throw, taking 10 (3d6) poison damage on a failed save,
or half as much damage on a successful one.
Leadership (Recharges after a Short or Long Rest). For 1
minute, the warlord can utter a special command or
warning whenever a nonhostile creature that it can see
within 30 feet of it makes an attack roll or a saving
throw. The creature can add a d4 to its roll provided it
can hear and understand the warlord. A creature can
bene t from only one Leadership die at a time. This
e ect ends if the warlord is incapacitated.
REACTIONS
Parry. The warlord adds 3 to its AC against one melee
attack that would hit it. To do so, the warlord must see
the attacker and be wielding a melee weapon.

192 Villains
FIRE BREATHER YORIK-KUL
The Fire Breather is a huge leviathan with tough hide Yorik-Kul, or surge-coral in Galactic Basic Standard, is
and natural chemicals that are manipulated by the an organic device used by the Yuuzhan Vong and
Yuuzhan Vong for use as a heavy support organism. implanted into slaves, which then allow the slave to
These deadly war beasts have exible proboscises receive mental commands from a yammosk or a
that spew streams of gelatinous ame, pores that dhuryam. This, however, comes at a cost, since the
exhale anti-laser aerosols, and hides thick enough to wearers will eventually lose their sentience and
withstand all but a blast from a turbolaser. become mindless beings. Slaves that have lost their
The liquid ame is created through a unique minds are used as cannon fodder to absorb blaster re
chemical reaction caused by the mixture of methane, on the battle eld. Surge-coral also causes its wearers
hydrogen sul de, and a mysterious substance deep to grow thin and vanish in the Force. Eventually, the
within the guts of the Fire Breather. The beasts are Shapers developed surge-coral that is less detrimental
often deployed for clearing out entrenched enemy to the slaves, which only causes pain instead of turning
positions. them into drones.

FIRE BREATHER YORIK-KUL SLAVE SOLDIER


Huge Beast lawful neutral Medium humanoid, unaligned

Armor Class 18 (natural armor) Armor Class 13 (Natural Armor)


Hit Points 178 (17d10+85) Hit Points 88 (16d8+16)
Speed y 60ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) 16 (+3) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 8 (-1)

Damage Immunities Fire Condition Immunities frightened


Skills Perception +8 Senses passive Perception 10
Senses passive Perception 7 Languages Understands Yuuzhan Vong but cannot
Languages blindsight 30ft., darkvision 120ft., speak
passive Perception 18 Challenge 2 (450 XP)
Challenge 10 (5,900 XP)
Unfeeling Fortitude. If damage reduces the slave soldier
Anti Laser Aerosol. Ranged Weapon Attacks that would to 0 hit points, it must make a Constitution saving
deal energy damage have disadvantage against the throw with a DC of 5+the damage taken, unless the
Fire Breather. damage is from a critical hit. On a success, the slave
soldier drops to 1 hit point instead.
ACTIONS
Psychic Link. The slave soldier is linked to a Yammosk or
Multiattack. The re breather makes two tentacle attacks a Dhuryam that gives it orders during combat.
and one ame sweep attack per round.
ACTIONS
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Multiattack. The slave soldier makes two weapon
target. Hit: 17 (3d8+5) kinetic damage & 6 (2d6) re
attacks.
damage. If the target is a Huge or smaller creature, it is
grappled (escape DC 17) and takes 9 (1d8+ 5) re Coufee. Melee Weapon Attack: +5 to hit, reach 5 ft., one
damage at the start of each of its turns until the target. Hit 7 (1d8+3) kinetic damage.
grapple ends. The Fire Breather can have up to four
targets grappled at a time.
Flame Sweep. Each creature in a 15-foot cone must make YAMMOSK
a Dexterity saving throw. A creature takes 5d6 re
damage on a failed save, or half as much damage on a Yammosks, or war coordinators, are creatures used as
successful one. The re ignites any ammable objects coordinators during battles to send orders to other
in the area that aren’t being worn or carried spacecraft, such as coralskippers, to optimize their
Fire Breath (Recharge 5-6). The Fire Breather exhales re actions. Sometimes, Yammosks are placed on covert
in a 30-foot cone. Each creature in that area must operation missions where the creature uses its talents
make a DC 17 Dexterity saving throw, taking 56 (l6d6) to link the mind of Yuuzhan Vong commandos. This
re damage on a failed save, or half as much damage provides such operatives with a secured means of
on a successful one. communications as their thoughts are linked to one
another. Yammosks are at least partially sentient. If
destroyed or badly injured, a Yuuzhan Vong war force
typically descended into chaos without the guiding
in uence of its yammosk. A yammosk's control over its
forces was also capable of being disrupted through the
use of gravitic amplitude modulators.

Villains 193
Physically, yammosks resemble huge brains, kept in Yammosk are spawned rather then being created.
vats, which trail thousands of tentacles. Its only solid Immature members of this species are required to be
bodily structure is its single tooth which is hidden partially submerged in nutrient liquid but in time they
within its boneless esh. become full air-breathers.
The tooth is capable of biting with incredible force A yammosk is considered the physical form of the
allowing it to break through rock and ice which are Yuuzhan Vong god Yun-Yammka, the Slayer body
weakened through the secretion of acids. manifested onto the mortal plane.

YAMMOSK Mind Blast (Recharge 5-6). The Yammosk magically emits


Large Beast, lawful neutral psychic energy. Creatures of the Yammosk's choice
within 60 feet of it must succeed on a DC 18 Intelligence
saving throw or take 32 (5dl0+5) psychic damage and be
Armor Class Armor Class 10 (13 with Dovin Basal
stunned for l minute. A target can repeat the saving
protection (battle precognition)) throw at the end of each of its turns, ending the e ect
Hit Points Hit Points 210 (20dl0+100) on itself on a success.
Speed Speed 5 ft., y 10 ft..
Psychic Link. The Yammosk targets one incapacitated
creature it can perceive with its Creature Sense trait and
STR DEX CON INT WIS CHA establishes a psychic link with that creature. Until the
psychic link ends, the Yammosk can perceive everything
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7) the target senses. The target becomes aware that
something is linked to its mind once it is no longer
Skills Deception +12, Insight +14, Intimidation +12, incapacitated, and the Yammosk can terminate the link
Persuasion +12 at any time (no action required). The target can. use an
Senses blindsight 120 ft., passive Perception 14 action on its turn to attempt to break the psychic link,
Languages Basic, and Yuuzhan Vong but can't speak, doing so with a successful DC 18 Charisma saving throw.
telepathy 5 miles On a successful save, the target takes 10 (3d6} psychic
Challenge 14 (11,500 XP) damage. The psychic link also ends if the target and the
Yammosk are more than 5 miles apart, with no
consequences to the target. The Yammosk can form
Legendary Resistance (3/Day). If the Yammosk fails a saving
psychic links with up to ten creatures at a time.
throw, it can choose to succeed instead.
Battle Coordination. The Yammosk can use its action to
Creature Sense. The Yammosk is aware of the presence of allow up to 10 Yuuzhan Vong creatures to use their
creatures within 5 miles of it that have an Intelligence reaction to either to make an attack or move up to their
score of 4 or higher. It knows the distance and direction movement speed.
to each creature, as well as each one's Intelligence score,
but can't sense anything else about it. A creature Sense Thoughts. The Yammosk targets a creature with
protected by the mind blank force power can't be which it has a psychic link. The Yammosk gains insight
perceived in this manner. into the target's reasoning, its emotional state, and
thoughts that loom large in its mind (including things the
Telepathic Hub. The Yammosk can use its telepathy to target worries about, loves, or hates). The Yammosk can
initiate and maintain telepathic conversations with up to also make a Charisma (Deception} check with advantage
ten creatures at a time. The Yammosk can let those to deceive the target's mind into thinking it believes one
creatures telepathically hear each other while connected idea or feels a particular emotion. The target contests
in this way. this attempt with a Wisdom (Insight} check. If the
Yammosk succeeds, the mind believes the deception for
War Coordinator. The Yammosk gives all Yuuzhan Vong and
l hour or until evidence of the lie is presented to the
their creatures advantage on attack and save rolls when
target.
it is within 60ft of the Yammosk
Force Resistance. The Yammosk has advantage on saving LEGENDARY ACTIONS
throws against force powers and other force e ects. The Yammosk can take 3 legendary actions, choosing
from the options below. It can take only one legendary
Yuuzhan Vong Biotech. the Yammosk can cast certain action at a time and only at the end of another
certain powers utilizing its own biology and Yuuzhan creature's turn. The Yammosk regains spent legendary
Vong Biotech (Yuuzhan Vong biotech abilities will have actions at the start of its turn. Tentacle. The Yammosk
the same guidelines as the force/tech power they are makes a tentacle attack.
named after ). The Yammosk's innate casting ability is
Intelligence (power save DC 18). It can innately cast the Break Concentration. The Yammosk targets a creature
following powers: within 120 feet of it with which it has a psychic link. The
At will: sense emotion, telekinesis, battle precognition Yammosk breaks the creature's concentration on a
1/day each: dominate mind, mind trap power it has cast. The creature also takes ld4 psychic
damage per level of the power.
ACTIONS Psychic Pulse. The Yammosk targets a creature within 120
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one feet of it with which it has a psychic link. Enemies of the
target. Hit: 20 (4d8+2) bludgeoning damage. If the target Yammosk within 10 feet of that creature take 10 (3d6}
is a Huge or smaller creature, it is grappled (escape DC psychic damage.
15) and takes 9 (1d8+ 5) psychic damage at the start of
Tentacle attack. The Yammosk makes a tentacle attack.
each of its turns until the grapple ends. The Yammosk
can have up to four targets grappled at a time.

194 Villains
ZAKKEG
Zakkegs are rare alpha-predators indigenous to Dxun.
Huge, armored quadrupeds, they are solitary and ZAKKEG
territorial. Even Mandalorians are impressed by Large beast, unaligned
someone who kills a Zakkeg, and one could gain great
honor for proving one's success. They prey upon most Armor Class 17 (natural armor)
creatures which they can catch, including cannoks, Hit Points 76 (8d10+32)
maalraas and even bomas. Speed 30 ft.
Popular Culture. Zakkegs are known for being crafty
and stubborn. The mercenary Saponza compared the STR DEX CON INT WIS CHA
Tusken Raider known as the Jundland General to a
zakkeg after discovering that he had several heavily 20 (+5) 6 (-2) 18 (+4) 2 (-4) 11 (0) 4 (-3)
forti ed bases. Associates of the smuggler Liana Kor
described her as being as "stubborn as a zakkeg, and Saving Throws Str +7
twice as mean." Damage Resistance energy, ion, and kinetic from
unenhanced weapons
Senses passive Perception 10
Languages —
"Its a huge, red lizard that's built like a Baragwin battle tank. It Challenge 7 (2,900 XP)
has a hide so thick it might as well be durasteel plating."
―Mandalorian guard captain Keen Smell. The zakkeg has advantage on Wisdom
(Perception) checks that rely on smell.
Spiked Hide. Any creature that grapples the zakkeg takes
4 (1d8) kinetic damage at the end of its turn.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 16 (2d10+5) kinetic damage.

Villains 195

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