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.