Star Wars Monsters - WIP

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Beasts


Acklay

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (0) 19 (+4) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses blindsight, 30 ft., darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 9 (5,000 XP)

Amphibious. The acklay can breathe air and water.

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) kinetic damage. If the target is prone, it also grappled (escape DC 17). The grapple ends early if the acklay moves.


Lightning Acklay

Large beast, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 3 (-4) 17 (+3) 6 (-2)

  • Saving Throws Wis +8
  • Skills Perception +8
  • Damage Resistance lightning; energy, ion, and kinetic from unenhanced weapons
  • Senses blindsight, 30 ft., darkvision 60 ft., passive Perception 18
  • Languages
  • Challenge 11 (7,200 XP)

Amphibious. The acklay can breathe air and water.

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

Force Sensitive. The acklay's forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks). The acklay innately knows the following force powers:

At-will: shock
3/day: force lightning

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) kinetic damage. If the target is prone, it also grappled (escape DC 17). The grapple ends early if the acklay moves.


Aiwha

Huge beast, unaligned


  • Armor Class 12
  • Hit Points 82 (11d12 + 11)
  • Speed 10 ft., fly 80 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Dive Attack. If the aiwha is flying and dives at least 30 ft. straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Echolocation. The aiwha can't use its blindsight while deafened.

Hold Breath. The aiwha can hold its breath for 30 minutes

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) kinetic damage.


Anooba

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The anooba has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The anooba has advantage on an attack roll against a creature if at least one of the anooba's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Aryx

Large beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 2 (-4) 10 (0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Actions

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

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.


Bantha

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 18 (+4) 3 (-4) 11 (0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Trampling Charge. If the bantha moves at least 20 ft. straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

Beast of Burden. The bantha is considered to be a Huge animal for the purposes of determining its carrying capacity.

Actions

Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10 + 6) kinetic damage.


Battle Hydra

Huge beast, neutral dark


  • Armor Class 14 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +7
  • Damage Resistance energy; ion and kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 9 (5,000 XP)

Two Heads. The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Reactive Heads. The hydra gets an extra reaction that can be used only for opportunity attacks.

Wakeful. When one of the hydra's heads is asleep, its other head is awake.

Actions

Multiattack. The hydra can make three attacks: two with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


Blurrg

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 15 (+2) 1 (-5) 7 (-2) 5 (-3)

  • Skills Athletics +6
  • Senses passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Siege Monster. The blurrg deals double damage to objects and structures.

Sure-Footed. The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Beast of Burden. The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) kinetic damage.


Boar-wolf

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 2 (450 XP)

Charge. If the boar-wolf moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Keen Hearing and Smell. The boar-wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Relentless (Recharges after a Short or Long Rest). If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.


Bogwing, Greater

Small beast, unaligned


  • Armor Class 13
  • Hit Points 14 (4d6)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (0) 3 (-4) 13 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Beast of Burden. The bogwing is considered to be a Large animal for the purposes of determining its carrying capacity.

Actions

Multiattack. The bogwing can make two claw attacks.

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


Bogwing, Lesser

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 4 (3d4 - 3)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 9 (-1) 3 (-4) 13 (+1) 5 (-3)

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

Beast of Burden. The bogwing is considered to be a Medium animal for the purposes of determining its carrying capacity.

Actions

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



Bor Gullet

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
16 (+3) -8 (-1) 18 (+4) 20 (+5) 18 (+4) 17 (+3)

  • Saving Throws Con +9, Int +10, Wis +9
  • Skills Lore +10, Perception +9, Insight +14, Deception +8, Persuasion +8
  • Damage Resistance psyvhic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft., passive Perception 18
  • Languages understands Galactic Basic but can't speak, telepathy 120 ft.
  • Challenge 13 (10,000 XP)

Creature Sense. The bor gullet is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. Droids and creatures protected by a mind blank power or other similar power can't be perceived in this manner.

Fortified Mind. The bor gullet has advantage on saving throws against being charmed and frightened, and it can't be put to sleep.

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

Psychic Link. The bor gullet can establish a psychic link with any creature it grapples with its tentacles. Until the psychic link ends, the bor gullet can perceive everything the target senses. The target is aware that its mind is linked, and the bor gullet can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor gullet are more than 1 mile apart, with no consequences to the target. The bor gullet can form psychic links with up to ten creatures at a time.

Actions

Multiattack. The bor gullet makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor gullet can't use this tentacle on another target. The bor gullet has six tentacles.

Mind Blast (Recharge 5-6). The bor gullet emits psychic energy. Creatures of the bor gullet's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sense Thoughts. The bor gullet targets a creature with which it has a psychic link. The bor gullet gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The bor gullet can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the bor gullet succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Legendary Actions

The bor gullet can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The bor gullet regains spent legendary actions at the start of its turn.

Tentacle. The bor gullet makes a tentacle attack.

Break Concentration. The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet breaks the creature's concentration on a power it is using. The creature also takes 1d4 psychic damage per level of the power.

Psychic Pulse. The bor gullet targets a creature within 120 feet of it with which it has a psychic link. Enemies of the bor gullet within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link. The bor gullet targets a creature within 120 feet of it with which it has a psychic link. The bor gullet ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.


Clodhopper

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 1 (-5) 10 (0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Standing Leap. The clodhopper's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions

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


Condor Dragon

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 15 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Unhindered Movement. The dragon's movement speed is not reduced while moving with a grappled creature.

Actions

Multiattack. The dragon can make three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) kinetic damage.


Dewback

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 17 (+3) 2 (-4) 13 (+1) 6 (-2)

  • Skills Perception +3
  • Damage Resistance fire
  • Condition Immunities exhaustion
  • Senses X, passive Perception 13
  • Languages
  • Challenge 1 (200)

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.


Dianoga

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 15 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Constitution +7
  • Skills Stealth +5
  • Damage Resistance necrotic, poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Dianoga
  • Challenge 5 (1,800 XP)

Grasping Tendrils. The dianoga can have up to seven at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it.

Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Actions

Multiattack. The dianoga can make three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d8 + 2) kinetic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained.

Tentacle Slam. The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.


Dragonsnake

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +4, Stealth +5
  • Damage Resistance acid, poison; energy, ion, and kinetic from unenhanced weapons
  • Senses passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Hold Breath. The dragonsnake can hold its breath for 1 hour.

Surprise Attack. If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The dragonsnake can make three attacks: two with its claws and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.


Energy Spider

Small beast, unaligned


  • Armor Class 13
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., climb 30 ft.

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

  • Skills Stealth +7, Perception +3
  • Damage Vulnerabilities ion
  • Damage Immunities energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Energy Absorption, Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

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

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Eopie

Large beast, unaligned


  • Armor Class 9
  • Hit Points 13 (2d10+2)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 2 (-4) 8 (-1) 4 (-3)

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

Actions

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


Ewok Pony

Medium beast, unaligned


  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (0) 13 (+1) 2 (-4) 11 (0) 7 (-2)

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

Actions

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


Fambaa

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d12 + 20)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 15 (+2) 3 (-4) 10 (0) 7 (-2)

  • Saving Throws Con +5
  • Senses passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Amphibious. The fambaa can breathe air and water.

Siege Monster. The fambaa deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (3d6 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.


Fambaa Howdah

Huge beast, unaligned


  • Armor Class 16 (durateel armor)
  • Hit Points 102 (12d12 + 24)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 15 (+2) 3 (-4) 10 (0) 7 (-2)

  • Saving Throws Con +5
  • Senses passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The fambaa can breathe air and water.

Howdah. The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

Siege Monster. The fambaa deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (3d6 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.


Fathier

Large beast, unaligned


  • Armor Class 11
  • Hit Points 26 (4d10 + 4)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Skills Athletics +6
  • Senses passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing. The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

Trampling Charge. If the fathier moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.


Fexian Skullborer

Small beast, unaligned


  • Armor Class 14
  • Hit Points 20 (8d6 - 8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 8 (-1) 6 (-2) 12 (+1) 7 (-2)

  • Saving Throws Dex +7
  • Skills Stealth +7, Perception +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 3 (700 XP)

Diving Ambush. If the skullborer drops on to target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half the normal falling damage for the distance fallen.

Poisonous Skin. Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer's skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Superior Camouflage. The skullborer can turn invisible as an action or bonus action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the skullborer. Hit: The target takes 36 (8d8) kinetic damage. If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.


Fyrnock

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 3 (-4) 10 (0) 7 (-2)

  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 1/2 (100 XP)

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

Sunlight Hypersensitivity. The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The fyrnock makes two claw attacks.

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


Geejaw

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Mimicry. The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Ghest

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 104 (11d12 + 33)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (0) 7 (-2)

  • Skills Stealth +5, Perception +3
  • Damage Resistance kinetic
  • Senses passive Perception 13
  • Languages
  • Challenge 6 (2,300 XP)

Ambusher. In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.

Hold Breath. The ghest can hold its breath for 30 minutes.

Actions

Multiattack. The ghest can make two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) kinetic damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ghest can't bite another target.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.

Swallow. The ghest makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest's turns. The ghest can have only one target swallowed at a time.

If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the ghest. If the ghest dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Gizka

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 7 (-2) 2 (-4) 10 (0) 5 (-3)

  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Echolocation. The gizka can't use its blindsight while deafened.

Standing Leap. The gizka's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Swarm of Gizka

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

  • Damage Resistance energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 1/4 (50 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 gizka. The swarm can't regain hit points or gain temporary hit points.

Echolocation. The swarm can't use its blindsight while deafened.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) kinetic damage or 3 (1d6) kinetic damage if the swarm has half of its hit points or fewer.


Gorax

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (11d12+55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 7 (-2) 11 (0) 6 (-2)

  • Saving Throws Dex +3, Con +8, Wis +3
  • Skills Athletics +9, Perception +3, Intimidation +1
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Gorax
  • Challenge 6 (2,300 XP)

Keen Hearing. The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

Stench. Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

Sunlight Sensitivity. While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gorax makes two greatclub attacks.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 27 (6d6 + 5) kinetic damage and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.


Greysor

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (0) 5 (-3) 13 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Keen Sight and Smell. The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

Pack Tactics. The greysor has advantage on an attack roll against a creature if at least one of the greysor's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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


Adolescent Gundark

Medium beast. unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (0) 4 (-3) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The gundark can make two claw attacks.

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


Adult Gundark

Medium beast. unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 5 (-3) 15 (+2) 8 (-1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 2 (450 XP)

Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.

Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The gundark can make four attacks: two with its claws and two with its gigantic claws.

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

Gigantic Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) kinetic damage.



Gundark Matriarch

Large beast. unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (-2) 15 (+2) 9 (-1)

  • Saving Throws Dex +4, Con +4
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 4 (1,100 XP)

Aura of Blood Thirst. If the matriarch isn't incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

Rampage. When the matriarch reduces a creature to 0 hit points with a melee attack on its turn, the matriarch can take a bonus action to move up to half its speed and make a claw attack.

Keen Hearing and Smell. The matriarch has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The matriarch can make four attacks: two with its claws and two with its gigantic claws.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.

Gigantic Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) kinetic damage.


Gutkurr

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (0) 8 (-1) 5 (-3)

  • Damage Resistance energy, kinetic, and ion from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 4 (1,100 XP)

Wounded Fury. While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The gutkuur can make two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.


Hawk-bat

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Senses blindsight 60 ft., passive Perception 16
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The hawk-bat can't use its blindsight while deafened.

Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Pack Tactics. The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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


Swarm of Hawk-bats

Large swarm of small beasts, unaligned


  • Armor Class 12
  • Hit Points 44 (8d10)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Damage Resistance energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 16
  • Languages
  • Challenge 2 (450 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 Small hawk-bats. The swarm can't regain hit points or gain temporary hit points.

Echolocation. The swarm can't use its blindsight while deafened.

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

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 11 (2d8 + 2) kinetic damage or 7 (1d8 + 2) kinetic damage if the swarm has half of its hit points or fewer.


Hive Rat

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

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

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Smell. The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The hive rat has advantage on an attack roll against a creature if at least one of the hive rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, and the target is grappled (escape DC 15).


Hrumph

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses X, passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Charge. If the hrumph moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.


Hsiss

Medium beast, neutral dark


  • Armor Class 14 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws Dex +5, Wis +3
  • Skills Stealth +5, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700)

Force Sensitive. The hsiss's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The hsiss innately knows the following force powers:

At-will: force camouflage

Hold Breath. The hsiss can hold its breath for 15 minutes.

Actions

Multiattack. The hsiss can make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) kinetic damage plus 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw or be poisoned. While poisoned in this way, the target gains one level of exhaustion that cannot be reduced until cured. Every 24 hours that elapse, the target must repeat the saving throw, gaining another level of exhaustion on a failure. The poison is cured on a success. The level of exhaustion is reduced by two when poison is cured.


Jakrab

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 3 (2d4 - 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 7 (-2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Keen Hearing. The jakrab has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Jubba Bird

Tiny beast, neutral


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (0) 7 (-2) 14 (+2) 7 (-2)

  • Skills Insight +6, Percpetion +4
  • Senses passive Perception 14
  • Languages understands Galactic Basic but can't speak, telepathy 60 ft.
  • Challenge 1/4 (50 XP)

Advanced Telepathy. The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.

Force Sensitive. The jubba bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-will: sense emotions

Actions

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


K'lor'slug

Large beast, alignment


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 15 (+2) 1 (-5) 12 (+1) 4 (-3)

  • Damage Resistance poison; energy, kinetic, and ion from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 6 (2,300 XP)

Blood Frenzy. The k'lor'slug has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Smell. The k'lor'slug has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) kinetic damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage.


Kaadu

Large beast, neutral dark


  • Armor Class 10
  • Hit Points 13 (2d10+2)
  • Speed 60 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 13 (+1) 2 (-4) 10 (0) 5 (-3)

  • Senses passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)

Hold Breath. The kaadu can hold its breath for up to two hours.

Keen Hearing and Smell. The kaadu has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Actions

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


Katarn

Large beast, unaligned


  • Armor Class 13
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Saving Throws Dex +5
  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Diving Ambush. If the katarn drops on to target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half the normal falling damage for the distance fallen.

Keen Sight and Smell. The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) kinetic damage.

Claws. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.


Kath Hound

Small beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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


Horned Kath Hound

Medium beast, unaligned


  • Armor Class 13 (natutal armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Charge. If the hound moves at least 20 ft. straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.


Knobby White Spider

Large plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 2 (-4) 10 (0) 5 (-3)

  • Skills Stealth +2
  • Damage Vulnerabilities fire
  • Damage Resistance kinetic; energy and ion from unenhanced weapons
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 5 (1,800)

Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

False Appearance. While the spider remains motionless, it is indistinguishable from a normal gnarltree.

Actions

Multiattack. The spider makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.

Pacifying Spores (3/Day). The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Knobby White Spiderling

Tiny plant, unaligned


  • Armor Class 11
  • Hit Points 10 (4d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
11 (0) 12 (+1) 11 (0) 2 (-4) 10 (0) 5 (-3)

  • Skills Stealth +3
  • Damage Vulnerabilities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

Actions

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

Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


Kowakian Monkey-lizard

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (0) 6 (-2) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Mimicry. The monkey-lizard can mimic simple sounds it has heard, such as a person laughing, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Pack Tactics. The monkey-lizard has advantage on an attack roll against a creature if at least one of the monkey-lizard's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

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

Rock. Ranged Weapon Attack: +1 to hit, range 25/50 ft., one target. Hit: 1 (1d4 - 1) kinetic damage.


Swarm of Monkey-lizards

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (0) 6 (-2) 12 (+1) 6 (-2)

  • Damage Resistance energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 11
  • Languages
  • Challenge 1 (200 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 monkey-lizards. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one target in the swarm's space. Hit: 8 (2d6 + 1) kinetic damage or 4 (1d6 + 1) kinetic damage if the swarm has half of its hit points or fewer.

Rocks. Ranged Weapon Attack: +3 to hit, range 25/50 ft., all targets the swarm can see. Hit: 6 (2d4 + 1) kinetic damage or 3 (1d4 + 1) kinetic damage if the swarm has half of its hit points or fewer.



Krayt Dragon

Huge beast, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (0) 22 (+6) 6 (-2) 14 (+2) 17 (+3)

  • Saving Throws Str +12, Con +11, Wis +7
  • Skills Perception +7, Stealth +5
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
  • Languages
  • Challenge 17 (18,000 XP)

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

Tunneler. The dragon can burrow through solid rock at half it burrowing speed and leaves a 15-foot-diameter tunnel in its wake.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) kinetic damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) kinetic damage.

Tail Stinger. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Venom Spray (Recharge 5-6). The dragon spits poison in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon makes a Wisdom (Perception) check.

Swat Away. The dragon makes a claw attack. If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

Tail Attack. The dragon makes a tail stinger attack.


Lylek

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 2 (-4) 16 (+3) 5 (-3)

  • Skills Perception +6
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 7 (2,900 XP)

Tunneler. The lylek can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The lylek can make three attacks: two with its legs or tentacles and one with its tail stinger.

Leg Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.

Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.


Maalraas

Medium beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Saving Throws Dex +4
  • Skills Stealth +6
  • Damage Resistance fire, energy
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Force Sensitive. The maalraas's forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks). The maalraas innately knows the following force powers:

At-will: force camouflage

Keen Hearing and Smell. The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Mutliattack. The maalraas can make a bite attack and a claw attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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


Massiff

Small beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12+ (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Spiked Hide. Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.


Moof

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 17 (+3) 2 (-4) 12 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Charge. If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Beast of Burden. The moof is considered to be a Huge animal for the purposes of determining its carrying capacity.

Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) kinetic damage.


Mott

Small beast, unaligned


  • Armor Class 10
  • Hit Points 10 (3d6)
  • Speed 25 ft., burrow 10 ft., swim 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (0) 10 (0) 2 (-4) 9 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Charge. If the mott moves at least 15 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.

Keen Hearing. The mott has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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


Mucous Salamander

Medium beast, unaligned


  • Armor Class 13 (15 natural armor in solid form)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft. (climb 30 ft. in solid form, swim 50 ft. in liquid form)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Athletics +5, Stealth +5
  • Damage Vulnerabilities lightning in liquid form
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons in solid form
  • Condition Immunities prone, grappled, restrained in liquid form
  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Shifting Molecules. When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn't transformed.

Amphibious. The salamander can breathe air and water.

Diffuse Body (Liquid Form Only). The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

Spider Climb (Solid Form Only). The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiked Hide (Solid Form Only). Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

Watery Stealth (Liquid Form Only). While underwater, the salamander has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) kinetic damage.

Claw (Solid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.


Mynock

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 10 ft., climb 10ft., fly 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses darkvidion 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (50 XP)

Battery Drainer. If the mynock attaches itself to a piece of equipment that needs energy to function, that equipment will stop working until the mynock is removed.

Pack Tactics. The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.

Space-borne. The mynock can survive in the vacuum of space.

Actions

Energy Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) lightning damage and the and the mynock attaches to the target. While attached, the mynock doesn't attack. Instead, at the start of each of the mynock's turns, the target loses 5 (1d6 + 2) hit points. If the target is a droid or construct, its hit point maximum is also reduced by the amount of damage taken. This reduction to the target's hit point maximum lasts for 1 hour.

The mynock can detach itself by spending 5 feet of its movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the mynock.


Narglatch

Large beast, unaligned


  • Armor Class 14
  • Hit Points 60 (8d10 + 16)
  • Speed 60 ft., climb 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 13 (+1) 3 (-4) 15 (+2) 6 (-2)

  • Saving Throws Dex +7
  • Skills Stealth +10, Perception +5
  • Damage Vulnerabilities energy
  • Damage Resistance ion and kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 3 (700 XP)

Shadow Stealth. While lightly or heavily obscured, the narglatch can take the Hide action as a bonus action.

Sure-Footed. The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Pounce. If the narglatch moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d10 + 2) kinetic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 2) kinetic damage.


Nerf

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Charge. If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one target. Hit: 2 (1d4) acid damage.


Nexu

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +7
  • Skills Perception +5, Stealth +7
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 15
  • Languages
  • Challenge 5 (1,800 XP)

Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .

Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

Pounce. If the nexu moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

Actions

Multiattack. The nexu can make two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.


Nuna

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (0) 2 (-4) 13 (+1) 5 (-3)

  • Damage Resistance kinetic while inflated
  • Senses passive Perception 11
  • Languages
  • Challenge 1/4 (50 XP)

Inflate (Recharges after a Short or Long Rest). As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice on attacks (included in the attacks), and makes Charisma (Intimidation) checks with advantage. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

Actions

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


Opee Sea Killer

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 124 (8d20 + 40)
  • Speed 10 ft. swim 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (0) 20 (+5) 3 (-4) 11 (0) 8 (-1)

  • Skills Stealth +3 Perception +3
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 10 (5,900 XP)

Propel. While not grappling a creature or object, the opee can Dash as a bonus action.

Underwater Camouflage. The opee has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The opee can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 6) kinetic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the opee can't bite another target.

Tongue. The opee targets one Large or smaller creature that it can see within 30 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the opee, and the opee can make a bite attack against it as a bonus action.


Porg

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Percption +3
  • Senses passive Perception 13
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The porg has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Swarm of Porgs

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 24 (7d8 - 7)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Percption +3
  • Damage Resistance energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4 (50 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 porg. The swarm can't regain hit points or gain temporary hit points.

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 5 (2d4) kinetic damage or 2 (1d4) kinetic damage if the swarm has half of its hit points or fewer.


Qormot

Small beast, unaligned


  • Armor Class 12
  • Hit Points 22 (5d6 + 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 3 (-4) 6 (-2) 6 (-2)

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

Poor Depth Perception. The qormot has disadvantage on any attack rolls against a target more than 15 ft. away.

Quill Regrowth. The qormot has twelve quills. Used quills regrow when the qormot finishes a long rest.

Actions

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

Quills. Ranged Weapon Attack: +4 to hit, range 15/60 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.



Rancor

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 210 (20d12 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (0) 18 (+4) 5 (-3) 11 (0) 9 (-1)

  • Saving Throws Str +12, Con +9
  • Skills Perception +5
  • Damage Resistance poison; energy, ion, and kinetic from unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 15
  • Languages
  • Challenge 15 (13,000 XP)

Siege Monster. The rancor deals double damage to objects and structures.

Sunlight Sensitivity. While in sunlight, the rancor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The rancor can make three attacks: two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Boulder. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 20 (3d8 + 7) kinetic damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) kinetic damage.

Swallow. The rancor makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 14 (4d6) acid damage at the start of each of the rancor's turns. The rancor can have only one target swallowed at a time.

If the rancor takes 25 damage or more on a single turn from a creature inside it, the rancor must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rancor. If the rancor dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.



Rancor Gladiator

Huge beast, unaligned


  • Armor Class 18 (durasteel armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 20 (+5) 5 (-3) 12 (+1) 9 (-1)

  • Saving Throws Str +13, Con +10
  • Skills Athletics +13, Perception +6
  • Damage Resistance poison; energy, ion, and kinetic from unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 17 (18,000 XP)

Siege Monster. The rancor deals double damage to objects and structures.

Sunlight Sensitivity. While in sunlight, the rancor has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack The rancor can make three attacks: one with its bite and two with it claws. Alternatively, it can two vibroaxe attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 8) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Boulder. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 21 (3d8 + 8) kinetic damage.

Claw. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) kinetic damage.

Vibroaxe. Melee Weapon Attack: +1 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) kinetic damage.



Rathtar

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 153 (18d10 + 54)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 17 (+3) 4 (-3) 13 (+1) 5 (-3)

  • Saving Throws Con +7
  • Skills Perception +5
  • Damage Resistance poison; energy, ion, and kinetic from unenhanced weapons
  • Condition Immunities poisoned, prone
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 9 (5,000 XP)

Unhindered Movement. The rathar's movement speed is not reduced while moving with a grappled creature.

Actions

Multiattack. The rathtar can use its Consume and then make four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and then two with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns.

The rathtar's gullet can hold only one Large creature or up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Flailing Arms. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) kinetic damage, and the target is grappled (escape DC 16) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

Consume. The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.

Grasping Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) kinetic damage. If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.



Reek

Large beast, unaligned


  • Armor Class 13 (armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 2 (-4) 11 (0) 5 (-3)

  • Skills Perception +3
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses passive Perception 13
  • Languages
  • Challenge 8 (3,900 XP)

Relentless (Recharges after a Short or Long Rest). If the reek takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trampling Charge. If the reek moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d10) kinetic damage and must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the reek can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one prone creature. Hit: 15 (2d8 + 6) kinetic damage.


Rishi Eel

Huge beast, unaligned


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

STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3)

  • Saving Throws Con +7
  • Condition Immunities prone
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 8 (3,900 XP)

Tunneler. The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eel. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects 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.


Ronto

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 66 (7d12 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (0) 7 (-2)

  • Damage Resistance fire
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Keen Hearing and Smell. The ronto has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) kinetic damage.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) kinetic damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.


Scrange

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (12d12+48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 19 (+4) 2 (-4) 12 (+1) 7 (-2)

  • Skills Stealth +7, Perception +4
  • Senses darkvision 60ft., passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

Ambusher. In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

Bioluminescent. The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 ft.. It can switch between the options as a bonus action.

Mud Camouflage. The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

Actions

Multiattack. The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 6) kinetic damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d10 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.


Shaak

Large beast, unaligned


  • Armor Class 10
  • Hit Points 25 (3d10 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 16 (+3) 2 (-4) 10 (0) 5 (-3)

  • Damage Resistance kinetic from unenhanced weapons
  • Senses passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Actions

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


Shyrack

Small beast, unaligned


  • Armor Class 12
  • Hit Points 5 (2d6 - 2)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 9 (-1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Condition Immunities blinded
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Echolocation. The shyrack can't use its blindsight while deafened.

Keen Hearing. The hound has syrack on Wisdom (Perception) checks that rely on hearing.

Actions

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


Swarm of Shyracks

Large swarm of small beasts, unaligned


  • Armor Class 12
  • Hit Points 31 (7d10 - 7)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 9 (-1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Damage Resistance energy, kinetic
  • Condition Immunities blinded, charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
  • Languages
  • Challenge 1 (200 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 Small shyracks. The swarm can't regain hit points or gain temporary hit points.

Echolocation. The swarm can't use its blindsight while deafened.

Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d6 + 2) kinetic damage or 5 (1d6 + 2) kinetic damage if the swarm has half of its hit points or fewer.


Sibian Hound

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1 (200 XP)

Aggressive. As a bonus action, the hound can move up to its speed toward a hostile creature that it can see.

Keen Smell. The hound has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.


Sketto

Small beast, unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (0) 2 (-4) 8 (-1) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) kinetic damage, and the sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect.

The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.


Spotlight Sloth

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 14 (+2) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Bioluminescent. The sloth emits bright light in a 5-foot radius and dim light for an additional 10 ft..

Actions

Multiattack The sloth makes two fist attacks.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.

Fling Mud. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.


Steep

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (0) 3 (-4)

  • Skills Stealth +4, Percpection +3
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Amphibious. The steep can breathe air and water.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the steep can't bite another target.


Steelpecker

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 9 (2d4 + 4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 15 (+2) 2 (-4) 13 (+1) 4 (-3)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

Iron Scent. The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

Keen Sight and Smell. The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage. The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it.

If the object attacked is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.


Stintaril

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (0) 9 (-1) 2 (-4) 10 (0) 4 (-3)

  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 0 (10 XP)

Keen Smell. The stintaril has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The stintaril has advantage on an attack roll against a creature if at least one of the stintaril's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.


Swarm of Stintarils

Medium swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 24 (7d8 - 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 11 (0) 9 (-1) 2 (-4) 10 (0) 4 (-3)

  • Damage Resistance energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 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 stintarils. The swarm can't regain hit points or gain temporary hit points.

Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) kinetic damage, or 3 (1d6) kinetic damage if the swarm has half of its hit points or fewer.


Swamp Slug

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 175 (14d12 + 84)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 23 (+6) 3 (-4) 13 (+1) 7 (-2)

  • Saving Throws Con +11
  • Skills Perception +6
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 14 (11,500 XP)

Hold Breath. The slug can hold its breath for 1 hour.

Vile Stench. Any creature that starts its turn within 10 feet of the slug must succeed on a DC 15 Constitution saving throw or take 9 (2d8) poison damage.

Actions

Multiattack The slug makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) kinetic damage.

Swallow. The slug makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time.

If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Tauntaun

Large beast, unaligned


  • Armor Class 10
  • Hit Points 32 (5d10 + 5)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)

  • Damage Resistances cold
  • Senses passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Charge. If the tauntaun moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Ice Walk. The tauntaun can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.


Terentatek

Large beast, chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (0) 16 (+3) 5 (-3) 13 (+1) 16 (+3)

  • Saving Throws Wis +5, Cha +7
  • Skills Perception +5
  • Damage Resistance force; energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft,, passive Perception 15
  • Languages
  • Challenge 10 (5,900 XP)

Force Tracking. The terentatek can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

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

Actions

Multiattack The can terentatek make four attacks: two with its claws attack and two with its tusks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) kinetic damage plus 3 (1d6) poison damage.

Tusks. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) kinetic damage plus 3 (1d6) poison damage.


Tuk'ata

Medium beast, neutral dark


  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 11 (0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages understands Sith but can't speak it
  • Challenge 1 (200 XP)

Force Resistance. The tuk'ata has advantage on saving throws against force powers.

Keen Hearing and Smell. The tuk'ata has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Tusk Cat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 32 (5d10 + 5)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
15 (+4) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 2 (450 XP)

Keen Sight and Smell. The tusk cat has advantage on Wisdom (Perception) checks that rely on sight and smell.

Trampling Charge. If the tusk cat moves at least 20 ft. straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tusk cat can make one hooves attack against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) kinetic damage.

Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.


Twirrl

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 3 (2d4 - 2)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 4 (-3) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1/2 (100 XP)

Dive Attack. If the twirrl is flying and dives at least 30 ft. straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

Keen Sight. The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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


Varactyl

Huge beast, unaliged


  • Armor Class 13
  • Hit Points 51 (6d12 + 12)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 4 (-3) 13 (+1) 6 (-2)

  • Saving Throws Dex +6
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages
  • Challenge 1 (200 XP)

Spider Climb. The varactyl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) kinetic damage.

Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (2d10 + 2) kinetic damage.


Veermok

Large beast, unaligned


  • Armor Class 12
  • Hit Points 30 (4d10 + 8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 5 (-3)

  • Skills Athletics +5, Stealth +5, Perception +3
  • Damage Resistances energy, ion, and kinetic from unenhanced weapons
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack The veermok makes three attacks: one with its bite and two with its fists.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.


Vornskr

Small beast, unaligned


  • Armor Class 12
  • Hit Points 14 (4d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (0) 3 (-4) 15 (+2) 7 (-2)

  • Skills Perception +4, Stealth +6
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 1 (200 XP)

Force Tracking. The vornskr can sense the presence of force creatures and objects up to 1 mile away. It knows the general direction they're in but not their exact locations.

Keen Smell. The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage plus 7 (2d6) poison damage. If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself.


Vulptex

Small beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d6)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 11 (0) 4 (-3) 14 (+2) 7 (-2

  • Skills Perception +6, Stealth +4
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 1/8 (25 XP)

Keen Sight and Smell. The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

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


Wampa

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Sensitive Hearing. If the wampa takes sonic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack, The wampa can make three attacks: one with its bite and two with claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.


Whisper Bird

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Stealth +5
  • Senses passive Perception 11
  • Languages
  • Challenge 0 (10 XP)

Flyby. The whisper bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Womp Rat

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 2 (-4) 10 (0) 4 (-3)

  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Smell. The womp rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The womp rat has advantage on an attack roll against a creature if at least one of the womp rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 15). If the target is a creature that is Large or larger, it's movement is not reduced while grappled in this way.


Woodoo

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Damage Resistances poison, sonic
  • Condition Immunities deafened, poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Charge. If the woodoo moves at least 20 ft. straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The woodoo can make two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) kinetic damage.

Shriek (Recharge 6). The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. The creature can repeat this saving throw at end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not deafened.


Worrt

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 2 (-4) 13 (+1) 3 (-4)

  • Skills Perception +3, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 30 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

Tongue. The worrt targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 12 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the worrt, and the worrt can make a bite attack against it as a bonus action.


Giant Worrt

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 3 (-4) 14 (+2) 3 (-4)

  • Skills Perception +4, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 4 (1,100)

Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 10 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Swallow. The worrt makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time.

If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Wraid

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (0) 5 (-3)

  • Damage Resistance fire
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The wraid can make three attacks: two with its claws and and with it bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) kinetic damage.


Wyyyschokk

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 5(-3) 13 (+1) 4 (-3)

  • Skills Stealth +9
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 4 (1,100 XP)

Pack Tactics. The wyyyschokk has advantage on an attack roll against a creature if at least one of the wyyyschokk's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Spider Climb. The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Ysalamir

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 3 (2d4 - 2)
  • Speed 30 ft., climb 30 ft.

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

  • Damage Immunities force
  • Senses passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Force Nullify. The ysalamir creates a bubble of force immunity with a 30-foot radius centered on itself, as in the master force immunity power. Droids, tech powers, and tech-enhanced equipment are unaffected by this bubble.

Keen Hearing and Smell. The ysalamir has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

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


Swarm of Ysalamiri

Medium swarm of tiny beasts, unaligned


  • Armor Class 13
  • Hit Points 28 (8d8 - 8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 8 (-1) 3 (-4) 12 (+1) 3 (-4)

  • Damage Resistance energy, kinetic
  • Damage Immunities force
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 11
  • Languages
  • Challenge 1 (200 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 ysalamiri. The swarm can't regain hit points or gain temporary hit points.

Force Nullify. The swarm creates a bubble of force immunity with a 300-foot radius centered on itself, as in the master force immunity power. Droids, tech powers, and tech-enhanced equipment are unaffected by this bubble.

Keen Hearing and Smell. The swarm has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., one target in the swarm's space. Hit: 10 (2d6 + 3) kinetic damage, or 6 (1d6 + 3) kinetic damage if the swarm has half of its hit points or fewer.


Zakkeg

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 2 (-4) 11 (0) 4 (-3)

  • Saving Throws Str +7
  • Damage Resistance energy, ion, and kinetic from unenhanced weapons
  • Senses passive Perception 10
  • Languages
  • Challenge 7 (2,900 XP)

Keen Smell. The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

Spiked Hide. Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.


Zalaaca

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft., swim 50 ft.

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

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the zalaaca can move up to its speed toward a hostile creature that it can see.

Keen Sight. The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The zalaaca can make two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) kinetic damage.

Droids


B1 Battle Droid

Medium droid (battle droid), unaligned


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

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 9 (-1) 11 (0) 12 (+1) 7 (-2)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 1/2 (100 XP)

Battle Droid Tactics. The battle droid has advantage on attack rolls whenever another battle droid is within 5 feet.

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.


B1 Heavy Battle Droid

Medium droid (battle droid), unaligned


  • Armor Class 13
  • Hit Points 24 (7d8 - 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+2) 9 (-1) 11 (0) 12 (+1) 7 (-2)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

Battle Droid Tactics. The battle droid has advantage on attack rolls whenever another battle droid is within 5 feet.

Actions

Multiattack. The battle droid can make two weapon attacks.

Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10 + 3) energy damage.


B1 Recon Battle Droid

Medium droid (battle droid), unaligned


  • Armor Class 13
  • Hit Points 14 (4d8 - 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 16 (+3) 9 (-1) 11 (0) 12 (+1) 7 (-2)

  • Skills Stealth +4, Perception +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 1 (200 XP)

Battle Droid Tactics. The battle droid has advantage on attack rolls whenever another battle droid is within 5 feet.

Actions

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3) energy damage.


OOM Command Battle Droid

Medium droid (battle droid), unaligned


  • Armor Class 12
  • Hit Points 21 (6d8 - 6)
  • Speed 30 ft.

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

  • Skills Perception +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, Galactic Basic
  • Challenge 1/2 (100 XP)

Battle Droid Tactics. The battle droid has advantage on attack rolls whenever another battle droid is within 5 feet.

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.


B2 Super Battle Droid

Medium droid (battle droid), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 8 (-1)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 1 (200 XP)

Actions

Multiattack. The battle droid can make two weapon attacks.

Wrist Blaster. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) energy damage.

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

Blaster Volley. The battle droid sprays a 10-foot-cube area within normal range of its wist blaster with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

Variant: B2-HA Super Battle Droid

The B2-HA model's left forearm was equipped with a rocket launcher. It has a Challenge Rating of 2 (450 XP). Replace Blaster Volley with the following action option.


Homing Rocket (Recharges 6). The battle droid fires a rocket at a target it can see within 120 feet of it. On impact, the rocket explodes in a 15-foot radius centered on the target. Any creature in the area must make on DC 15 Dexterity saving throw. The initial target makes this save with with disadvantage. On a failure, the creatures takes 10 (3d6) kinetic damage plus 10 (3d6) fire damage, or half as much on a success.


B2-RP Super Battle Droid

Medium droid (battle droid), unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 13 (+1) 15 (+2) 8 (-1)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Binary, Galactic Basic
  • Challenge 3 (700 XP)

Actions

Multiattack. The battle droid can make two weapon attacks.

Wrist Blaster. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.

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

Blaster Volley. The battle droid sprays a 10-foot-cube area within normal range of its wist blaster with shots. Each creature in the area must make a DC 16 Dexterity saving throw, taking normal weapon damage on a failed save.


3PO Series Protocol Droid

Medium droid, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 18 (4d8)
  • Speed 25 ft.

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

  • Skills Lore +4, Persuasion +2
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 0 (10 XP)

Actions

Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


DRK-1 Tracker Droid

Tiny droid, unaligned


  • Armor Class 11
  • Hit Points 6 (4d4 - 4)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 6 (-2) 12 (+1) 7 (-2)

  • Skills Stealth +5, Perception +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1/4 (50 XP)

Flyby. The tracker droid doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

Actions

Blaster Cannon. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 6 (2d4 + 1) energy damage.

Variant: Tracker Droid Armaments

The DRK-1 was designed to be highly configurable. The tracker droid's action can be replaced with one of the following action options.


Dart Launcher. Ranged Weapon Attack: +3 to hit, range 15/60 ft., one target. Hit: 1 kinetic damage plus 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but unconscious for 1 hour.


Fragmentation Grenades (6/day). The tracker droid launches a grenade at point within 30 feet of it. On impact, the grenade detonates in a 10-foot radius. Any creature in the area must succeed on DC 12 Dexterity saving throw or take 7 (2d6) kinetic damage, or half as much on a success.


Stun Blaster. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) energy damage, and the target must make on a DC 12 Constitution saving throw. On a failure, the target is stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Destroyer Droid

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 127 (15d8 + 60)
  • Speed 15 ft., 50 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Skills Perception +5
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 6 (2,300 XP)

Ball Form. As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid's size is Small, it has advantage on saving throws that would shove it or knock it prone, it can not use reactions, and the only action it take is the Dash action.

Actions

Multiattack. The destroyer droid can make two weapon attacks.

Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 11 (2d6 + 4) energy damage.

Blaster Volley. The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

Reactions

Deflector Shield (1/day). When hit by an attack, the destroyer droid gains +5 bonus to its AC until the start of its next turn, including against the triggering attack.


IG-86 Assassin Droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 7 (-2)

  • Skills Stealth +5, Perception +3, Survival +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 2 (450 XP)

Sneak Attack (1/Turn). The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Actions

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) energy damage.

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



IG-88 Assassin Droid

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 15 (+2) 14 (+2) 7 (-2)

  • Saving Throws Dex +7, Int +5, Wis +5
  • Skills Stealth +7, Perception +5, Survival +5
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Sneak Attack (1/Turn). The assassin droid deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Actions

Snipe Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d12 + 4) energy damage.

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



IG-100 Magnaguard

Medium droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 11 (0) 12 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Skills Athletics +7, Acrobatics +6, Perception +4
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 6 (2,300 XP)

Independent Limbs. Whenever the magnaguard takes at least 15 kinetic or energy damage at one time, roll a d20 to determine what else happens to it:

1-10: Nothing else happens.
11-14: One leg is severed from the magnaguard if it has any legs left.
15-18: One arm is severed from the magnaguard if it has any arms left.
19-20: The magnaguard is decapitated, but the magnaguard dies only if it can't regenerate. If it dies, so does the severed head.

As part of a short or long rest, the magnaguard can reattach any severed limb or head. Until then, a severed part acts on the magnaguard's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the magnaguard's Reconsrtuction trait. When the magnaguard dies, all severed limbs die as well.

A severed leg is unable to attack and has a speed of 5 feet.

A severed arm has a speed of 5 feet and can make one strike attack on its turn, with disadvantage on the attack roll unless the magnaguard can see the arm and its target. Each time the magnaguard loses an arm, it loses an electrostaff attack.

If its head is severed, the magnaguard's body is blinded unless the head can see it. The severed head has a speed of 0 feet.

The magnaguard's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

Reconsrtuction. The magnaguard regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The magnaguard can make two electrostaff attacks.

Electrostaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) kinetic damage plus 7 (2d6) lightning damage or 9 (2d4 + 4) kinetic damage plus 7 (2d6) lightning damage if held with two hands.

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.

Reactions

Shield. When a creature makes an attack against one the magnaguard's allies that it can see, the magnaguard grants a +2 bonus to the ally's AC if the magnaguard is within 5 feet of the ally and has at least two limbs.


R2 Series Astromech Droid

Small droid, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 10 (3d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 4 (-3) 11 (0) 17 (+3) 12 (+1) 8 (-1)

  • Skills Piloting +5, Technology +5, Perception +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 0 (10 XP)

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

Actions

Shockprod. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) lightning damage.


Viper Probe Droid

Medium droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 38 (7d8 + 7)
  • Speed 0 ft. fly 30 ft. (hover)

STR DEX CON INT WIS CHA
11 (0) 15 (+2) 12 (+1) 17 (+3) 14 (+2) 7 (-2)

  • Skills Investigation +7, Perception +6
  • Damage Vulnerabilities ion, lightning
  • Damage Resistance necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses truesight 120 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1 (200 XP)

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

Actions

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d10 + 2) energy damage.

Reactions

Self-Destruct. When the probe droid is reduced to 10 hit point or fewer, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Humanoids



Starweird

Medium humanoid, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 17 (+3)

  • Saving Throws Wis +7, Cha +7
  • Damage Resistance acid, fire, lightning, sonic; energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge X (000 XP)

Devil's Sight. Force and tech created darkness does not impede the starweird's darkvision.

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

Forcecasting. The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 32 force points. The starweird knows the following force powers:

At-will: denounce, force push/pull, shock
1st-level: curse, sap vitality, sense force 2nd-level: drain vitality, force sight
3rd-level: choke, force lightning
4th-level: drain life

Phase Shift. The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

Space-borne. The starweird can survive in the vacuum of space.

Actions

Multiattack. The starweird can make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage and 3 (1d6) necrotic damage.

Telepathic Scream (1/Day). The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 ft. of the starweird and aware of it must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.


Dathomiri Rider

Medium humanoid (dathomirian), lawful dark


  • Armor Class 15 (light battle armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 18 (+4) 14 (+2) 11 (0) 16 (+3) 16 (+3)

  • Saving Throws Dex +7, Con +6, Wis +7
  • Skills Animal Handling +11, Perception +7, Intimidation +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Zabraki
  • Challenge 4 (1,100 XP)

Commanding Presence. If the rider is not incapacitated, she grants advantage on attack rolls to any ally within 5 ft. that can hear her.

Force Sensitive. The rider's forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks). The rider innately knows the following force powers:

At-will: denounce
1/day: hex
1/day: darkness

Second Heart (Recharges after a Long Rest). When the rider is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Actions

Multiattack. The rider can make two weapon attacks.

Lightbow. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 11 (2d6 + 4) energy damage.

Vibrodagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.


Amphistaff

Small beast, unaligned


  • Armor Class 13
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

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

  • Damage Immunities energy, poison; ion and kinetic from unenhanced weapons
  • Condition Immunities poisoned
  • Senses truesight 30 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Shaped Fortitude. If damage reduces the amphistaff 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 amphistaff drops to 1 hit point instead.

Actions

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

Spit Poison. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Yuuzahn Vong Warrior

Medium humanoid (yuuzahn vong), chaotic neutral


  • Armor Class 17 (vonduun half plate armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

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

  • Saving Throws Str +5, Con +4
  • Damage Resistance force
  • Damage Immunities energy while in vonduun armor
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Yuuzhan Vong
  • Challenge 5 (1,800 XP)

Limited Force Immunity. The warrior can't be affected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and effects.

Transform Amphistaff. As a bonus action, the warrior can change the form of its amphistaff.

Actions

Multiattack. The warrior can make two melee weapon attacks.

Amphistaff (Spear Form). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d6 + 2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Amphistaff (Staff Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage, or 7 (2d4 + 2) kinetic damage if used with two hands to make a melee attack.

Amphistaff (Whip Form). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.



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 affected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and effects.

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 amphistaff.

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 benefit from only one Leadership die at a time. This effect 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.