DoD NPC Rework

by Andross

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PART 1: PRELUDE TO DEFIANCE


Stormtrooper Recruit

Medium humanoid, lawful balanced


  • Armor Class 13 (mesh armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 9 (-1) 10 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Blaster rifle. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 4 (1d8) energy damage

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Imperial Informant

Medium humanoid, lawful dark


  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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

Vibrodagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Maya (Wounded)

Medium humanoid, chaotic light


  • Armor Class 13 (combat suit)
  • Hit Points 3 (1d8+1)
  • Speed 15 ft.

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

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Traits

Exhausted. Maya has disadvantage on ability checks, attack rolls, and saving throws.

Actions

Blaster pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage

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


Maya (Normal)

Medium humanoid, chaotic light


  • Armor Class 13 (combat suit)
  • Hit Points 6 (1d8+1)
  • Speed 30 ft.

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

  • Skills Perception +2, Stealth +4
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/4 (50 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage

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


Switch

Medium droid, neutral balanced


  • Armor Class 11 (combat suit, integrated)
  • Hit Points 14 (3d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 11 (+0) 13 (+1) 13 (+1) 14 (+2)

  • Skills Deception +4, Lore +3, Persuasion +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 11
  • Languages All registered languages
  • Challenge 1/8 (25 XP)

Traits

Circuitry. Switch has disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

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


Ganga Lor

Medium humanoid, chaotic dark


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

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

  • Skills Persuasion +4
  • Senses passive Perception 11
  • Languages Galactic Basic, Chevin, Huttese, Rodese, Shyriiwook
  • Challenge 1/4 (50 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

Thick Skull. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage


Thug

Medium humanoid, chaotic balanced


  • Armor Class 12 (fiber armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 8 (-1) 9 (-1) 10 (+0)

  • Senses passive Perception 9
  • Languages Galactic Basic, Rodese
  • Challenge 1/8 (25 XP)

Actions

Shotgun. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 4 (2d4) kinetic damage

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


Gamorrean Minion

Medium humanoid (Gamorrean), chaotic dark


  • Armor Class 14
  • Hit Points 23 (3d8+9)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages Gamorrean, Galactic Basic (understand only)
  • Challenge 1/2 (100 XP)

Traits

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

Actions

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

(This Gamorrean Minion block can be used if the party engages with the guards outside of Switch's storage bay.)


Imperial Officer

Medium humanoid, lawful dark


  • Armor Class 11 (combat suit)
  • Hit Points 23 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 12 (+1) 11 (+0) 13 (+1)

  • Skills Perception +2, Persuasion +3
  • Senses passive Perception 12
  • Languages Galactic Basic, High Galactic
  • Challenge 1/8 (25 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

Riot baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage

Reactions

Leadership. (Recharges after a Short or Long Rest) The Imperial Officer 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 Officer. A creature can benefit from only one Leadership die at a time.


Repulsor Sled

Large construct, unaligned


  • Armor Class 16
  • Hit Points 32 (5d10+5)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 7 (-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 1 (200 XP)

Traits

Armor Plating. Damage that the sled takes from weapons is reduced by 2. If this would reduce the damage to 0, the damage is instead reduced to 1.

Circuitry. The sled has disadvantage on saving throws against effects that would deal ion or lightning damage.

Piloted. The sled 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 sled is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the sled.

Actions

Blaster cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 7 (1d10+2) energy damage

Shock-net. (Recharges after a Short or Long Rest) Ranged Weapon Attack: +4 to hit, range 30/120 ft., 10 ft. square. Hit: 8 (2d6+2) lightning damage and restrained. DC 13 STR check to break free.

Reactions

Redirect. If the sled'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.


Captain Sirona Okeefe

Medium humanoid (human), chaotic light


  • Armor Class 15 (fiber armor)
  • Hit Points 50 (9d8+9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 14 (+2)

  • Saving Throws Dexterity +6
  • Skills Perception +4, Piloting +9, Technology +6
  • Senses passive Perception 14
  • Languages Galactic Basic, Huttese
  • Challenge 5 (1800 XP)

Traits

Bad Feeling. When Captain Okeefe rolls for initiative, she can move up to 30 ft. This movement happens before the initiative order is determined.

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

Innate Techcasting. Captain Okeefe's techcasting ability is Intelligence (tech save DC 14). She can innately cast the following tech powers:

At-will: Assess the Situation, Encrypted Message, Mending

1/day each: Detect Enhancement, Repair Droid, Tracker Droid Interface

Sneak Attack (1/turn). Captain Okeefe deals an extra 9 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Captain Okeefe that isn't incapacitated and Captain Okeefe doesn't have disadvantage on the roll.

Actions

Multiattack. Captain Okeefe can make 2 weapon attacks.

Heavy pistol. Ranged Weapon Atack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage

Hidden blade. Melee Weapon Atack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage


RX-13, aka "Crash"

Medium droid (Class II), chaotic light


  • Armor Class 13 (combat suit, integrated)
  • Hit Points 17 (3d8+3)
  • Speed 30 ft.

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

  • Skills Piloting +4, Technology +6
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 1/2 (100 XP)

Traits

Circuitry. Crash has disadvantage on saving throws against effects that would deal ion or lightning damage.

Techcasting. The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers:

At-will: electroshock, encrypted message, light, mending, on/off

1st level: decryption program, energy shield, repair droid, tracer bolt

Actions

Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage

PART 2: ARRIVAL AT FELUCIA


Felucian Scout

Medium humanoid (Felucian), neutral balanced


  • Armor Class 14
  • Hit Points 20 (3d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 8 (-1) 15 (+2) 8 (-1)

  • Skills Perception +4, Stealth +3
  • Senses passive Perception 14
  • Languages Felucianese
  • Challenge 1/4 (50 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Skullblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) kinetic damage.


Kybuck

Medium beast, unaligned


  • Armor Class 15
  • Hit Points 7 (2d8-2)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 8 (-1) 2 (-4) 13 (+1) 12 (+1)

  • Skills Athletics +5
  • Senses passive Perception 11
  • Challenge 1/4 (50 XP)

Traits

Dash. Unlike many other beasts, kybucks can move at incredibly high speeds overland. They have a maximum velocity of 60 mph.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Felucian Chief

Medium humanoid (Felucian), neutral light


  • Armor Class 12
  • Hit Points 15 (6d8-12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 7 (-2) 6 (-2) 11 (+0) 18 (+4) 16 (+3)

  • Skills Perception +6, Stealth +0
  • Senses passive Perception 16
  • Languages Felucianese
  • Challenge 1/4 (50 XP)

Traits

Amphibious. Felucians breathe air and water.

Forcecasting. The Felucian Chief is a 3rd-level forcecaster. his forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 16 force points).

The Felucian Chief knows the following force powers:

At-will: affect mind, burst, force push/pull, give life, mind trick, saber ward, spare the dying

1st level: beast trick, disperse force, heal, sense emotion, sense force

2nd level: calm emotions, coerce mind

Mask of the Wild. The Felucian Chief can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Ceremonial blade. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d6-2) kinetic damage


Imperial Soldier

Medium humanoid, lawful balanced


  • Armor Class 12 (fiber armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

Suppress. The soldier sprays a 10-foot-cube area within normal range of its carbine with shots. A creature in the area takes the weapon's normal damage unless it succeeds on a DC 10 Dexterity saving throw.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Scout Trooper

Medium humanoid, lawful balanced


  • Armor Class 15 (mesh armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

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

  • Skills Nature +4, Perception +5, Piloting +4, Stealth +6, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic
  • Challenge 1/2 (100 XP)

Traits

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

Actions

Multiattack. The scout trooper makes two weapon attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 4 (1d4+2) energy damage

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


74-Z Speeder Bike

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dexterity +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Challenge 1 (200 XP)

Traits

Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.

Clogged Filters. The construct has disadvantage on all attack rolls and saving throws.

Comm Jammers. The construct suppresses all electronic communications devices within 60 feet of it.

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.

Actions

Multiattack. The construct makes two attacks with its blaster cannon.

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage

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.

PART 3: IMPERIAL PRISON FACILITY


Medical Researcher

Medium humanoid, lawful dark


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

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 15 (+2) 12 (+1) 10 (+0)

  • Skills Lore +3, Medicine +4
  • Senses passive Perception 11
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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


2-1B Medical Droid

Medium droid (Class I), neutral balanced


  • Armor Class 12 (combat suit, integrated)
  • Hit Points 7 (2d8-2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+0) 9 (-1) 14 (+2) 15 (+2) 9 (-1)

  • Skills Lore +4, Medicine +4
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 12
  • Languages Galactic Basic, Binary
  • Challenge 1/8 (25 XP)

Traits

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

Actions

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

Medpac (Recharge 5-6). The droid uses a medpac to restore hit points to a beast or humanoid within 5 feet. That creature regains 6 (1d8+2) hit points.


Genetically Modified Felucian

Medium humanoid, neutral balanced


  • Armor Class 11
  • Hit Points 34 (4d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 18 (+4) 8 (-1) 11 (+0) 8 (-1)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/4 (50 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Fused Skullblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage.


Imperial Gunner

Medium humanoid, lawful balanced


  • Armor Class 14 (fiber armor)
  • Hit Points 28 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 11 (+0) 9 (-1) 8 (-1)

  • Skills Perception +1
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic
  • Challenge 1/2 (100 XP)

Actions

Blaster cannon. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 8 (1d12+2) energy damage

Blaster cannon burst (Recharge 4-6). The Imperial gunner sprays a 10-foot-cube area within 100 ft. with shots. A creature in the area takes the weapon's 1d12+2 energy damage, unless it succeeds on a DC 12 Dexterity saving throw.


Imperial Guard

Medium humanoid, lawful balanced


  • Armor Class 13 (mesh armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

Stock strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Lieutenant Aden

Medium humanoid, lawful dark


  • Armor Class 11 (combat suit)
  • Hit Points 23 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 12 (+1) 11 (+0) 13 (+1)

  • Skills Persuasion +3
  • Senses passive Perception 11
  • Languages Galactic Basic, High Galactic
  • Challenge 1/4 (50 XP)

Actions

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage

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

Fragmentation grenade (1/rest). The Lieutenant can throw a grenade at a point he can see within 30 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Leadership. (Recharges after a Short or Long Rest) Lieutenant Aden can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lieutenant. A creature can benefit from only one Leadership die at a time.


Imperial Comm Operator

Medium humanoid, lawful balanced


  • Armor Class 12 (combat suit)
  • Hit Points 14 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Technology +2
  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

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

Vibrodagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Detention Block Guard

Medium humanoid, lawful balanced


  • Armor Class 14 (mesh armor)
  • Hit Points 14 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/4 (50 XP)

Actions

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

Vibrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage


Warden Droid

Medium droid (Class IV), unaligned


  • Armor Class 13 (fiber armor, integrated)
  • Hit Points 23 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 10 (+0) 11 (+0) 7 (-2)

  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities disease, poisoned
  • Senses passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 1/4 (50 XP)

Traits

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

Actions

Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage


Prisoner

Medium humanoid, chaotic balanced


  • Armor Class 11
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 8 (-1) 9 (-1) 10 (+0)

  • Senses passive Perception 9
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 kinetic damage


Admiral Nathan Gilder

Medium humanoid, lawful dark


  • Armor Class 13 (15 with tactical advantage)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 15 (+2)

  • Saving Throws Intelligence +5, Wisdom +4
  • Skills Deception +8, Perception +4, Persuasion +8
  • Senses passive Perception 15
  • Languages Galactic Basic, High Galactic
  • Challenge 5 (1800 XP)

Traits

Tech Resistance. Admiral Gilder has advantage to resist tech powers and other tech effects.

Techcasting. Admiral Gilder is a 9th-level techcaster. His techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 20 tech points and knows the following tech powers:

At will: assess the situation, short circuit, venomous strike

1st-level: element of surprise, expeditious retreat, toxin scan

2nd-level: frequency scan, toxin purge, truth serum

3rd-level: tactical advantage, tech override

Actions

Multiattack. Admiral Gilder makes two attacks with its vibroknuckler.

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

Call to Attack. Up to four allies within 120 feet of Admiral Gilder that can hear him can each use their reaction to make one weapon attack.


Captain Vischera

Medium humanoid, lawful dark


  • Armor Class 14 (mesh armor)
  • Hit Points 28 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 13 (+1)

  • Skills Lore +4, Medicine +3
  • Senses passive Perception 11
  • Languages Galactic Basic, Bocce, Durese, High Galactic
  • Challenge 1/4 (50 XP)

Traits

Brave. Captain Vischera has advantage on saving throws against being frightened.

Actions

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

Vibrodagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage

Reactions

Leadership. (Recharges after a Short or Long Rest) Captain Vischera can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him 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 benefit from only one Leadership die at a time.


Imperial Guard

Medium humanoid, lawful balanced


  • Armor Class 13 (mesh armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Blaster carbine. Ranged Weapon Attack: +2 to hit, range 60/240 ft., one target. Hit: 3 (1d6) energy damage

Stock strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage


Kargrek and Hagark

Medium humanoid, neutral balanced


  • Armor Class 11
  • Hit Points 48 (5d8+25)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 8 (-1) 11 (+0) 8 (-1)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages none
  • Challenge 1/2 (100 XP)

Traits

Amphibious. Felucians breathe air and water.

Mask of the Wild. Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Actions

Fused Skullblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage

Burst. The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage.

 

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