SnV - Content 02

by Star Wars 5e

Search GM Binder Visit User Profile

Mole Serpent

Ordinarily found only in the hilly regions of a little-known planet at the edge of the Kathol Sector, mole serpents dwell almost entirely underground, burrowing through the soil in search of surface prey. With its keen ability to sense vibrations underground, the mole serpent locates unwary targets and tunnels toward them undetected until it lurches up out of the ground to strike. Mole serpents range from 30-50 feet long, with chitinous plating and short, hornlike projections. By alternately contorting and relaxing its muscles, the mole serpent can create an undulating motion, driving the projections into the surrounding ground and pushing the beast forward. In its native soil, it can travel at speeds of 15 feet per round. One known serpent is known to have made its way to the deserts of Tatooine, and in Tatooine’s soft sand, it can move as fast as 30 feet per round. The mole serpent cannot burrow through rock. The movement, of a mole serpent does not create a passable tunnel, but the ground is decidedly softer behind it.

The creatures are the natural predators of the Tirginni beasts. The mole serpent attacks by surfacing, then biting and attempting to swallow smaller creatures.



Attack Strategy

Because of its unusual attack vector, targets are often surprised. Detecting the approach of a mole serpent requires a Perception check against its Stealth check.

If its swallow attempt succeeds. the mole serpent remains on the surface, searching for another nearby target. If it finds one, it attacks again from the surface on the next round. Otherwise, it burrows back underground to avoid counter attacks.

If the mole serpent fails to swallow its intended prey, it retreats below the ground again and waits for its target to lower its guard. After a failed attack, the mole serpent will not attack again for 1d4+2 rounds. 1f the GM judges that potential targets have sufficiently relaxed (if, for instance, they have begun pursuing unrelated tasks), he may ask for new Perception checks, possibly creating new surprise rounds.



Mole Serpent, Adult

Gargantuan beast, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 21 (+5) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Con +10, Wis +4
  • Skills Stealth +15, Perception +4
  • Damage Resistances acid (interior only)
  • Senses Blindsight 30 ft., Tremorsense 60 ft., passive Perception 14
  • Languages
  • Challenge 10 (5,900 XP)

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mole serpent, and it takes 14 (4d6) acid damage at the start of each of the mole serpent's turns.

If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent 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 mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

MONSTERS

Mucous Salamander

Mucous salamanders, or pinkish salamanders, are amphibians native to the bogs of Yavin 4. They possess the distinct ability to diffuse their molecular structures underwater, which allow them to swim faster and pass through hunters' nets. When a mucous salamander enters dry areas, it cN change its molecular structure into hardened scales for protection from predators, particularly the angler.



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 Resistances 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.

MONSTERS

Mynocks

Mynocks are a species of silicon-based bat-like parasites that chew on the power cables and energy conductors of starships, and can drain a ship's entire power supply. They reproduce by splitting in two and growing new creatures from each half. Mynocks are capable of surviving in the atmospheres of planets and the vacuum of space, though only a few varieties lived on planets. They are also known to inhabit asteroid fields and the gullets of exogorths, where they share in its meals.


Mynock

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 6 (1d12)
  • Speed 5 ft. fly 40ft

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (0) 2 (-4) 8 (-1) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 1/8 (25 XP)

Atmosphere Agnostic. The mynock can survive in any type of atmosphere or vacuum.

Battery Drainer. If the mynock attaches itself to a piece of equipment that needs energy to function, that piece 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.

Actions

Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) kinetic damage, and the mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained.

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.


Mynock Swarm

Large swarm of Small beasts, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (7d10)
  • Speed 5 ft. fly 40ft

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (0) 2 (-4) 8 (-1) 6 (-2)

  • Skills Perception +1
  • Damage Resistances energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 2 (450 XP)

Atmosphere Agnostic. The mynock swarm can survive in any type of atmosphere or vacuum.

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

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 mynock. The swarm can't regain hit points or gain temporary hit points.

Actions

Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) kinetic damage, the swarm loses 3 (1d6) hit points, and a mynock attaches to the target, and is considered a separate creature with its own statistics for the remainder of combat.

MONSTERS

Narglatch

The narglatch is a stealthy, feline, apex predator which can be found in diverse environments, such as the Gungan swamps of Naboo or the frozen tundras of its native Orto Plutonia. Escaped narglatches are a threat on Coruscant. The narglatch are considered to be sacred by the indigenous Talz, who use them as mounts and a source of food.

Biology & Appearance. The narglatch male had additional fleshy spikes, while females were smoother. They both had non-retractable claws and a fan-like tail that acted as a rudder during high-speed chases and turns. The narglatch also had densely padded feet that made for silent footfalls.

A pregnant narglatch always gave birth to twins, one of each gender. Since young narglatch could hunt immediately upon birth, mothers abandoned them.

Behavior. Cubs hunted together until maturity, making themselves less vulnerable to such Naboo creatures, as saw-toothed granks, veermoks, and even more mature male narglatch. As they approached maturity, the cubs separated.

A solitary hunter, narglatch silently stalked and quickly killed its prey, usually kaadu or jimvu. Narglatch generally avoided deep water, although they were capable swimmers should the need arise. One of the few creatures they actively avoided were zalaacas.




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 Resistances 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.

MONSTERS

Nexu

Nexu are predatory felines native to the planet Cholganna. They are also found on Zhanox.

Biology & Appearance. There are other breeds of nexu on Cholganna's other continents, but only the forest nexu has an additional set of eyes able to view in infrared wavelength, which aid in their hunting of bark rats and tree-climbing octopi. Nexu are 4.5 meters long and generally 1 meter tall.

The nexu has claws which can slice a Human in half. They have quills along their back, and a long tail that allows the nexu to swing from tree branch to tree branch. The tail also splits into two equal sections for a better grip on the tree branch they are swinging from. They have extremely sharp instincts and reflexes, although they are known to tire easily, and often use swift movements to finish an enemy quickly, biting down and thrashing their head about to break their victim's neck. Cubs are born pure white.

The black nexu is particularly stealthy and rare.

Useage. Nexu are often exported and trained as security beasts or used in arena combat.


Forest Nexu, Adult

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 58 (13d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +8
  • Skills Perception +5, Stealth +8
  • 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.


Black Nexu Variant>

If you want to use a black nexu in your campaign, simply use the appropriate forest nexu stats based on the age of the nexu and make the following changes:

Add: Stealth Expertise (e.g., adult Stealth +12)

Remove: truesight


















































"Oh! It's a nexu – and she has cubs! How cute!"

"For creatures with four eyes and a mouthful of teeth, they are rather cute."

?Allana Solo and Leia Organa Solo

MONSTERS

Opee Sea Killer

The opee sea killer, sometimes referred to as simply an opee, is a large meat-eating crustaceous sea creature of approximately 60 feet in length. A hybrid of crustacean and fish, the opee sea killer is indigenous to the watery planet core of Naboo.

Biology. The opee is a predator often found clung to rocky outcroppings or hidden in caverns or under ledges awaiting its prey. When forced to move, the opee is perfectly adapted to swim—in its own unusual way—sucking water into its mouth and jet propelling it from pores beneath armored plates at the rear of its body. This unique technique, coupled with three pairs of powerful legs and a pair of pectoral guidance fins, allows the opee to accelerate quickly underwater. Once in range of prey, the opee extends its massive adhesive tongue, successfully reeling in its prey to a vicious, gaping maw of multi-rowed teeth. The opee also uses the long, antennae-like stalks protruding from above its head as lures to draw prey towards its double rows of fangs. Their thick chitinous hide can deflect small arms laser fire, along with glancing shots from heavy fire.

Opees are known to be mouth breeders, with the male opee carrying fertilized eggs inside its mouth for three months—forcing the male to fast until the young are born. From birth, opees can sustain themselves instinctively (and gruesomely). It is not unknown for unhatched opee eggs to be swallowed by colo claw fish, creatures later killed in a grisly manner when the new-born young chew their way out of the colo's stomach. This can also occur if the colo swallows young opees alive.

Across the Galaxy. By unknown means, opees were introduced to Aquilaris, and can be seen swimming by the tunnels in which podraces take place.

One opee sea killer is housed
inside the Royal Icqui Aquaria, a large,
public aquarium that is situated on the planet Coruscant, and the sea killer is the
largest living creature in the facility.




Opee Sea Killer

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 139 (9d20+45)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 6 (-2)

  • Skills Stealth +6
  • Senses passive Perception 10, Darkvision 60 ft.
  • Languages
  • Challenge 5 (1800 XP)

Kidnapper The sea killer may move at full speed while grappling a creature.

Actions

Tongue. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: The target creature is grappled (escape DC 15), and if it is a Large or smaller creature it must immediately make a DC 15 Strength saving throw, or be pulled up to 30 feet straight toward the sea killer. While a creature is grappled by the tongue, the sea killer can't use its tongue attack on another creature.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) kinetic damage.

MONSTERS

Orbalisks

Orbalisks are parasitic creatures native to Dxun. They lay inactive in caves or other dark places, until they find a suitable host creature on whose skin they can attach themselves to in order to feed. Orbalisks, once attached to a host, rapidly multiply, eventually enveloping and suffocating their victim. However, the holocron of Freedon Nadd contains the knowledge to make armament to prevent the orbalisks from covering the face, hands, and feet of the host, allowing them to keep this armor hidden.

Perhaps by nature or as a result of residing on Dxun (which was itself a great focus of dark side power), orbalisks are able to feed on the Force-sensitivity of dark side wielders. It is said that the orbalisk armor's durability was such that lightsabers have a hard time penetrating it, making a wearer effectively immune to lightsaber attacks. The only weaknesses to this armor are the exposed joints at the neck and wrists, but these gaps are so small a lightsaber can only barely slice through. However, orbalisk armor is unable to protect the wearer from electricity. Orbalisks cause the wearer to feel pain, fueling the wearers dark side power; if they are removed or killed, they release a highly potent toxin into the host's body.


Orbalisk

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 21 (6d4+6)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 1 (-5) 4 (-3) 3 (-4)

  • Senses passive Perception 7
  • Damage Immunities All except lightning
  • Damage Vulnerabilities lightning
  • Challenge 1 (100 XP)

Detect Dark Side. The orbalisk can sense the presence and location of any dark side aligned creature within 300 feet.

Actions

Attach. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) kinetic damage, and the orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.


Statistics for orbalisk armor can be found in Wretched Hives.


Orbalisk Swarm

Large swarm of Tiny beasts, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d10+6)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 1 (-5) 4 (-3) 3 (-4)

  • Senses passive Perception 7
  • Damage Immunities All except lightning
  • Damage Vulnerabilities lightning
  • Challenge 3 (700 XP)

Detect Dark Side. The orbalisk swarm can sense the presence and location of any dark side aligned creature within 300 feet.

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 orbalisk. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The Orbalisk Swarm makes two Attach attacks while it is above half HP, and one attack while below.

Attach. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature. Hit: 13 (2d8 + 4) kinetic damage, and a small portion of the swarm attaches to the target. Once attached to a target, those orbalisks begin to reproduce through fragmentation. Whenever the host completes a long rest, they must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of their Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while their Hit Die is a d2, they die as the orbalisks consume them.

MONSTERS

Pelko Bug

Pelko bugs are small creatures that are covered in millions of microscopic barbs that deliver a paralytic, blistering toxin which can penetrate armor. They live only beneath sands of the Valley of the Dark Lords on Korriban, and are attracted to Force-sensitives. They stalk and swarm their prey in the darkness. The bug's attunement to the Force allows them to determine if a creature is suitable prey. The barbs are used in training sabers at the Sith Academy because of the toxin's effects, which mimick the effects of losing a limb to a lightsaber.


Pelko Bug

Tiny beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 1 (1d4-1)
  • Speed 20 ft. climb 20 ft. burrow 20 ft. fly 30 ft.

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

  • Skills Stealth +4
  • Damage Vulnerabilities Fire, Cold, Lightning, Energy
  • Senses darkvision 30 ft. passive Perception 10
  • Challenge 0 (10 XP)

Bug Climb. The Pelko Bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Due to being tiny, the Pelko Bug can occupy the same spot as another creature. To attack the Pelko Bug must be climbing on the target.

Penetrating Spikes. The Pelko Bug’s microscopic barbs can penetrate even through the toughest armor. The Pelko Bug gains +5 to hit (Incorporated to attack).


Actions

Barbs. Melee Weapon Attack: +9 to hit, reach 0 ft., one creature. Hit: 1 (2d4-1) kinetic damage, and the target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.



Pelko Bug Swarm

Large swarm of tiny beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 63 (6d10+33)
  • Speed 20 ft. climb 20 ft. burrow 20 ft. fly 30 ft.

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

  • Damage Resistances Kinetic
  • Damage Vulnerabilities Fire, Cold, Lightning, Energy
  • ** Condition Immunities** Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses darkvision 30ft, passive Perception 10
  • Challenge 3 ( 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 bug. The swarm can't regain hit points or gain temporary hit points.

Penetrating Spikes. The Pelko Bug’s microscopic barbs can penetrate even through the toughest armor. The Pelko Bug gains +5 to hit (Incorporated to attack).


Actions

Barbs (swarm has more than half HP). Melee Weapon Attack: +9 to hit, reach 0 ft., one creature. Hit: 15 (4d4-1) kinetic damage, and the target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

Barbs (swarm has half HP or less). Melee Weapon Attack: +9 to hit, reach 0 ft., one creature. Hit: 7 (2d4-1) kinetic damage, and the target must succeed on a DC 12 Constitution saving throw or take 2 poison damage and become paralyzed.

MONSTERS

Porgs

Porgs are a species of non-sentient birds. They are stocky in nature, with two short wings, flat, beak-less faces, and two webbed feet. Porgs are sexually dimorphic; males are slightly larger than females, and males also have orange plumage around the eyes. Porgs of both sexes are covered in dense feathers, with white coloration on the body and face, and gray to brown on the wings and back. They are much lighter than they looked, thanks to a thick outer layer of waterproof feathers with a fluffy underlayer for warmth. They can fly short distances but not far enough to leave their native island. They can also run quite swiftly on the ground and are good at maneuvering into small spaces. The birds have stereoscopic vision, colored with brown irises and black pupils. Porgs favor cold environments.


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

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

Actions

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



Porg Swarm

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) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages
  • Challenge 1/4 (50 XP)

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

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.

Actions

Bite. Melee Weapon Attack: +4 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.

MONSTERS

Power Droids

Power droids are boxy droids with two or four legs that serve as mobile batteries, capable of powering a variety of machinery and vehicles. They are, effectively, power generators with legs and simple artificial intelligence so that they can understand rudimentary commands. They are most commonly found on under-developed worlds that do not have an expansive power grid, or in mobile (often military) operations.

They often make a low honking noise that sounds like the word "gonk," resulting in the nickname gonk droid or simply gonk. This form of droidspeak was referred to as "Gonkian."

Models. Notable power droid models included the EG-4 and EG-6 power droids produced by Veril Line Systems; the S9-series heavy power droid, a larger and more powerful version of the EG-6; the PLNK "plunk" power droid; and the popular GNK power droid manufactured by Industrial Automaton.


Modified Gonks

While Gonk Droids are generally harmless, Groodo the Hutt, in his bid to destroy the Fondor Shipyards and Spaceport, employed, as part of his Droid Control Army, GNK Power Droids that were modified with rapid-repeating blasters in their upper casings.

Likewise, the Alliance to Restore the Republic modified GNK units so they would march slowly across the battlefield, until they collided with an enemy building, and explode.



Gonk Droid

Small droid, unaligned


  • Armor Class 13(steel plating)
  • Hit Points 5(1d6 + 2)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 9 (-1) 7 (-2) 8 (-1)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 8
  • Languages Binary, Galactic Basic, Gonkian
  • Challenge 0 (10 XP)

Explosive Destruction. When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

Actions

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



Weaponized Gonk Droid

Small droid, unaligned


  • Armor Class 14(reinforced steel plating)
  • Hit Points 5(1d6 + 2)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 9 (-1) 7 (-2) 8 (-1)

  • Damage Vulnerabilities ion, lightning
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 8
  • Languages Binary, Galactic Basic, Gonkian
  • Challenge 1/8 (25 XP)

Explosive Destruction. When the Gonk droid is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

Actions

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

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

MONSTERS

Probe Droids

Probe droids (AKA probots or recon droids) are droids specifically designed to perform reconnaissance, reporting anything of significance as defined by specific preprogrammed protocols. Some models are equipped with a self-destruct mechanism in order to prevent those whom it had been sent to observe from studying them and determining their source, as well as a small blaster-type weapon for defense.

Sith Probe Droid

Sith probe droids were designed as passive spy units, and were plated with energy-absorbing stealth armor that baffled most sensor scans. However, weaponry could be mounted on the Sith Probe Droids in many configurations: the most common being a miniaturized grenade launcher. Armaments adopted by the Sith included blaster cannons, stun blasters, and dart launchers loaded with poison needles.



Sith Probe Droid

Tiny droid, unaligned


  • Armor Class 11 (armor plating)
  • 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 Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception 13
  • Challenge 0 (10 XP)

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

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

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

Actions

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


Variant: Sith Probe Droid Armaments

The Sith probe droid is designed to be highly configurable. The droid's action can be replaced with one of the following action options, increasing its CR to 1/8.


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 droid launches a grenade at point within 30 ft. of it. Any creature within 10 ft. of the point 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 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 with a success.

MONSTERS

Viper Probe Droid

The Viper Probe Droid is a deep-space exploration and reconnaissance probe droid produced by Arakyd Industries. The probe droid is equipped with a blaster cannon and a self-destruct mechanism.

The lightly-armored Viper droid measures 1.6 meters in height with six manipulator arms extending from a central pod and several retractable sensor arms for gathering samples. High resolution receivers and sensors cover the domed head—including motion, acoustic, sonic, and seismic sensors, a radiation meter, magnetic imager, and holocamera. It has an atmosphere sensor capable of determining a planet's atmosphere class within one half-hour. It moves on a repulsorlift generator which is equipped to operate over any terrain. One of the arms is high-torque, and the droid is equipped with a floodlight on its head.

Information is relayed back to superiors via a high-frequency HoloNet transceiver. Vipers are delivered to their targets through single-use custom built hyperspace pods. They are commonly deployed along the perimeters of key strategic star systems and hyperlanes to act as automated guardians.

Typically, a Viper probe droid costs 14,500 credits.

History. Many thousands of the Imperial Viper probe droids were manufactured on Mechis III, and were in production when the rogue assassin droid IG-88 took control of the planet's automated factories. IG-88 included a secondary set of programming into the Viper droids to relay any obtained intelligence back to Mechis III, as well as to the Empire. Thus, they simultaneously served as the eyes and ears of the Droid Revolution. The Imperial Intelligence's Analysis Bureau also used them as remote surveillance droids posted largely in the Outer Rim Territories. In conflict zones, probots often worked alongside the Imperial Navy to monitor traffic and provide early warnings of attack. They could also be programmed to engage pursuit mode, whereupon the Viper would track an enemy vessel and report back on its location and destination.

Variants. Arakyd's success with the military model of the Viper yielded the C-Viper probe droid variant designed for planetary law enforcement organizations, the Infiltrator probe droid for sabotage missions, and the Hunter-Killer probot.




Viper Probe Droid

Large droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 37 (5d10+10)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 17 (+3) 14 (+2) 7 (-2)

  • Skills Investigation +5, Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception 14
  • Challenge 1 (200 XP)

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

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 60/240 ft., one target. Hit: 7 (1d10+2) energy damage.

Self-Destruct. When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

MONSTERS

Protocol Droids

Protocol droids are programmed mostly for etiquette, and are often used as translators between sentients or between sentients and computers. They are generally designed to look like the sentients they serve; for example, 3PO-series protocol droids are humanoid.

They possess knowledge about various cultures and customs, both to advise those for whom they were working, and to ensure their own behavior is diplomatic and culturally sensitive.

History. Protocol droids constructed around 4000 BBY (around the time of the Great Sith War and the Jedi Civil War) were frequently engineered with certain behavioral shifts set to occur whenever another design-generation was reached. A number of these droids underwent radical changes with each new generation—for example, when a C7-model droid supplanted the C6 variety. Each numeric "jump" in sequence could have had wide-ranging changes in functionality and temperament during that historical period.

Programming Units. Cybot Galactica, the most famous and successful manufacturer of protocol droids, outfit them with SyntheTech AA-1 VerboBrains to give their droids personalities with emotions and the ability to learn and grow very similar to organic beings. The 3PO unit possesses a TranLang III communications module that can reproduce over six million languages, as well as reproduce any sound it picks up. Linguistic modules are also used to improve their speech functions. Some models, such as the pricey E-3POs, also include the TechSpan I module, making it possible to interface with Imperial networks and undocumented technologies of Imperial subcontractors.

3PO Droids

The 3PO-series protocol droid is a Human-cyborg relations protocol droid produced by Cybot Galactica. They are equipped with a TranLang III communication module, and as a result are fluent in over 6 million forms of communication. The model series has very similar aesthetic design in its casing to other Cybot Galactica droid model series such as the TC-series, 3PX-series, and 5YQ-series protocol droids.

0-0-0. The Triple-Zero protocol personality matrix is a droid personality matrix that was created centuries before the rise of the Galactic Empire. The matrix is considered incredibly dangerous when placed into its designed droid body: a protocol droid. The matrix, when inserted into a protocol droid, turns it into an assassin droid that specializes in torture.

It was quarantined on Quarantine World III in Kallidahin Space for centuries before it was stolen by the rogue archaeologist Doctor Aphra during the Galactic Civil War.


“Hello! I’m Triple-Zero and I’m looking forward immensely to torturing you today.”

— 0-0-0




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 Resistances 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.

MONSTERS


000 Series Protocol Droid

Medium droid, unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

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

  • Skills Lore +5, Insight +4, Intimidation +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 2 (450 XP)

Techcasting. The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 22 tech points and knows the following tech powers:

At will: assess the situation, electroshock, venomous strike

1st-level: poison dart, spot the weakness, toxin scan, tranquilizer

2nd-level: paralyze humanoid, toxin purge, truth serum

3rd-level: tactical advantage

Actions

Tortuous Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage and, if the target is a creature, the creature is shocked until the end of its next turn.


LOM Droids

The LOM-series protocol droid was manufactured by Industrial Automaton and were designed with insectile features to emulate the species they were created to serve: the sentient Gand. The LOM-series had a flaw that allowed the personality software of a droid to be corrupted. Many LOM-series droids became enforcers in the galaxy's Outer Rim Territories. The most notable, 4-LOM, became a bounty hunter, sometimes seen with the Gand, Zuckuss.

Aside from the insectile face, the LOM protocol droid was very similar to the 3PO-series—indeed, Industrial Automaton made crafty deals with companies such as SyntheTech, to use many components initially used by Cybot Galactica. Thus, the LOM-series possessed an AA-1 VerboBrain and a TranLang III communications module programmed with millions of languages; it even had a similar body frame and plating design. Such blatant use of its trademark hardware caused Cybot Galactica to file a number of lawsuits against its rival company. Though their LOM units sold well in limited release, Industrial Automaton's future plans to monopolize the protocol droid market were dashed.



LOM Series Protocol Droid

Medium droid, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

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

  • Skills Lore +4, Survival +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities diseased, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 2 (450 XP)

Legendary Resistance (1/Day). If the droid fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The droid makes two blaster rifle attacks.

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d8+1) energy damage.






















"The case is inconclusive, but the processor doesn't appear to be at fault. The subject claims he committed crimes simply 'for love of money.'"

―Industrial Automaton investigators, after interviewing 4-LOM

MONSTERS

Rakghouls

Rakghouls are a living plague–the manifestation of a highly communicable disease capable of swiftly transforming its victims into twisted, degenerate monsters with predatory instincts. The rakghoul virus can infect hundreds of known species and is most often delivered through a rakghoul's bite; a person attacked by a rakghoul and “lucky” enough to survive typically becomes a rakghoul him- or herself. Some victims resist the virus for days, succumbing to rakghoul instincts while retaining their original bodies.

Behavior. Hideous and possessing an appetite for flesh, Rakghouls are non-sentient, and are most commonly simple and animalistic in behavior. These feral rakghouls, known also as "lower rakghouls", are slaves to their instincts and especially their hunger, often traveling in packs numbering between four and eight, and attacking anything that looks or smells like potential food. Though they hold to no form of heirarchy, certain rakghouls, known to some as "rakghoul fiends", exhibit a manner of influence over their "lower" rakghoul brethren. Hardy and vicious, these rakghouls are generally believed to somehow maintain bits of their former intelligence, and direct other rakghouls to trap and ambush prey; it is even rumored that these rakghouls can use weapons.

Muur Talisman. Rakghouls are a product of the Sith alchemy performed by the ancient Sith Lord, Karness Muur. When he forged the talisman in which he would later invest his mind and will, Muur imbued the amulet with the power to almost instantaneously transform nearby sentients into rakghouls that he could command and control. When a being possesses the Muur Talisman, they are able to enslave the rakghouls to their will, and command them as an army with the potential for nearly infinite expansion. Under the talisman's effects, rakghouls become more demure, and are able to call upon the knowledge and skills they had possessed in their former lives. Unfortunately, though, their former personalities can not be restored, as all that remains in the rakghouls is an imprint of who they had once been.

The Plague. The talisman's powers did not work on all: Force-users and certain non-Human species are immune to the talisman's effects. To rectify this, Muur engineered the "rakghoul plague", a virus-like disease which is spread from a rakghoul's bite or scratch. Individuals infected with this disease later transform into rakghouls themselves; incubation periods varied, though the infection's manifestation was generally a rapid and painful experience, becoming a rakghoul within a timeframe of six to forty-eight hours. The body becomes twisted, skin pigmentation drains and the victim attains a whitened corpse-like state. Victims also bleed from pores in the skin, and from orifices such as the eyes. In the years following the Mandalorian Wars, the Sith Empire born of Darths Revan and Malak possessed a curative serum that could save an individual infected with the plague, and the Jedi Cade Skywalker could cure an infected individual with his unique healing ability, but once a victim fully transformed into a rakghoul, the only means of salvation lay in death.




Rakghoul

Medium aberration, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages
  • Challenge 1 (200 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

MONSTERS



Rakghoul, Hulking

Large aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d10+16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Skills Athletics +6, Perception +3
  • Senses passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul makes two claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 12 (2d8+3) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

MONSTERS

Rancor

Rancors are large carnivorous reptomammals native to the planet of Dathomir. They are commonly kept as pets by affluent, less-than-reputable types.


Rancor, Adult

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 250 (20d12+120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 6 (-2) 11 (+0) 6 (-2)

  • Saving Throws Str +10, Dex +4, Con +10, Wis +4
  • Senses darkvision 120 ft., passive Perception 14
  • Languages
  • Challenge 12 (8,400 XP)

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

Actions

Multiattack. The rancor makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 15 (2d8+6) kinetic damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 19 (2d12+6) kinetic damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Throw Boulder. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit 25 (3d12+6) kinetic damage.

Swallow. The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns.

If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor 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 Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.


Rancor, Juvenile

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d8+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+5) 11 (+0) 16 (+5) 4 (-3) 9 (-1) 6 (-2)

  • Senses darkvision 120 ft., passive Perception 9
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack. The rancor makes two attacks: one with its claws, and one with its bite.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d6+4) kinetic damage.

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

MONSTERS


Rancor, Adolescent

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 157 (15d10+75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 21 (+5) 4 (-3) 9 (-1) 6 (-2)

  • Senses darkvision 120 ft., passive Perception 9
  • Languages
  • Challenge 8 (3,900 XP)


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

Actions

Multiattack. The rancor makes three attacks: two with its claws, and one with its bite.

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10+5) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit 21 (3d10 + 5) kinetic damage.









Rancor, Ancient

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 432 (32d12+224)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 7 (-2) 11 (+0) 6 (-2)

  • Saving Throws Str +13, Dex +6, Con +13, Wis +6
  • Skills Athletics +13
  • Damage Resistances energy, ion, and kinetic fron unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 19 (22,000 XP)

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

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

Actions

Multiattack. The Rancor can use its Frightful Roar. It then makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 20 (3d8 + 7) Kinetic damage.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 27 (3d12 + 7) Kinetic damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Throw Boulder. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit 33 (4d12 + 7) Kinetic damage.

Frightful Roar. Each creature of the rancor's choice within 90 feet of it must succeed 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, with disadvantage if the Rancor is within line of sight, 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 rancor's Frightful Roar for the next 24 hours.

Swallow. The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Rancor, and it takes 35 (10d6) acid damage at the start of each of the Rancor's turns.

If the Rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must suceed on a DC 23 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 Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Legendary Actions

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

Attack. The Rancor makes one claw attack.

Throw (Costs 2 Actions). The Rancor uses its throw boulder

Chomp (Costs 2 Actions). The Rancor makes one bite attack or uses its swallow.

MONSTERS

Rathtars

Rathtars were large, carnivorous cephalopods that were native to the planet Twon Ketee. Regarded as one of the most dangerous beasts in the galaxy, rathtars were known for hunting in packs, and their subspecies, the dwarf rathtar were involved in an incident known as the Trillia Massacre.

Biology. Although the study of rathtars was rare due to the danger posed by the beasts, it was believed that they shared common ancestry with other tentacled species such as the sarlaccs, the blixii, and the vixus of Umbara. Rathtars reproduced by fission, leading to rapidly increasing numbers if the species' population was not controlled.

Hunting. Rathtars appeared physiologically primitive, endowed with only rudimentary senses and possessing small brains. Despite the appearance of a mindless eating machine, rathtars proved effective at working together, and displayed affinity for pack hunting. Individual rathtars appeared to become smarter when in proximity to others of its species, and rathtar packs utilized howls, at a frequency beyond humanoid hearing, to communicate among one another. They also vocalized deafening roars when attacking and devouring prey, and let out horrifying shrieks of fury when in pain. If in danger from a rathtar, one's best hope was to hide, as the creatures were largely blind.

Feeding. Lacking a true skeleton, a rathtar had an enormous, round, slug-like body covered in light-reactive sensing orbs. They possessed multiple long, tentacle-like appendages; their principle feeding tentacles whipped out to capture and devour prey, which typically consisted of anything they perceived as non-rathtar. The creatures were ravenous and persistent eaters, capable of consuming virtually anything that they could fit into their robust, radial mouths, which were funnel-shaped and lined with rows of razor sharp teeth. Their throat distended outward into a hollow tongue, useful for swallowing struggling prey. The bilious creatures typically tore their meals apart piece by piece.

Movement. Capable of locomotion, rathtars curled their ambulatory tentacles inward to form a ball and roll themselves forward in a whirl of whipping tentacles. They moved deceptively fast for their size, and had adhesive pads on their pointed tentacle tips—known as a club—which helped them attach to surfaces.

Tentacles and Tougness. Their tentacles had enormous strength, and were of a muscular hydrostat form. Their fleshy bodies were covered in a hard, rubbery exterior, giving the rathtars a heavy resistance to blaster bolts, small-arms fire, and even biting attacks.































"What's a rathtar?"

"You want the scientific description? They're big and dangerous and ugly."

―Rey and Han Solo

MONSTERS


Dwarf Rathtar

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 19 (+4) 6 (-2) 12 (+1) 6 (-2)

  • Saving Throws Con +7
  • Skills Stealth +6
  • Damage Resistances poison
  • Condition Immunities poisoned, prone
  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

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

Grasping Arms. The rathtar can have up to eight arms at a time. Each arm can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying an arm deals no damage to the rathtar, which can extrude a replacement arm on its next turn. An arm can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Actions

Multiattack. The rathtar makes four flailing arm attacks, uses Reel, and makes one attack with its bite.

Flailing Arms. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) kinetic damage, and the target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.

Reel. The rathtar pulls each creature grapples by it up to 15 feet straight toward it.





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 Stealth +4
  • Damage Resistances poison; energy, ion, and kinetic from unenhanced weapons
  • Condition Immunities poisoned, prone
  • Senses blindsight 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.

MONSTERS

Reek

Reeks are large, muscular quadrupeds native to the planet Ylesia. Though naturally herbivores, a starved reek can become a ravenous meat-eater. They
sport two large cheek horns that can be used
for head-locking in combat with another
Reek as a sign of dominance.


Reek, Adolescent

Large beast, unaligned


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

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

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

Charge. If the reek 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 Large or smaller, 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.


Reek, Adult

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 114 (12d12+36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 7 (2,900 XP)

Charge. If the reek 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 18 (4d8) kinetic damage. If the target is a Huge or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) kinetic damage.

MONSTERS

Repair Droids

Repair droids (also known as maintenance droids and utility robots) are droids designed to perform repair and general maintenance tasks. Models of repair droids include the WED Treadwell repair droid, the MSE-6 series repair droid, and the DUM-series pit droid.

T3-series Utility Droid

The T3-series utility droid was a Utility droid produced by Duwani Mechanical Products at some point prior to the Great Droid Revolution. They remained popular for years to come and were still the most recent of a long line of physically identical models as of 3956 BBY. Earlier models in the same series included the 3C, IT, and T1 models. Designed to function as a maintenance droid for a variety of mechanical and electronic systems, the T3 was internally more advanced than its predecessors.

The T3 droid was originally designed for repair and general maintenance duties and worked at its optimum level aboard starships. As with other utility droids of the era, the T3 unit had four wheeled legs, of which the front two were attached to the droid's blocky chassis by rotating joints, allowing the droid to slide backwards and forwards to adjust the unit's height. The T3's roughly toroidal head featured a large main photoreceptor and two secondary ones, a broadcast antenna and vocabulator that allowed the droid to communicate in Droidspeak. Without periodic memory wipes, these models developed personality and behavioral traits. It was even known for some units to form gangs, making a living as thieves. Others sold their computer-slicing skills to criminals.

The sophisticated mechanical and computer training software loaded into the T3 utility droid allowed it to function in the capacity of an engineer or even a copilot aboard a starship, making it a favored purchase for traders and smugglers alike. One common modification was the addition of a starfighter interface package, allowing the droid to plug directly into a specialized slot on a starfighter, granting starfighter pilots the same benefit that transport pilots have come to expect from the T3.

Some custom T3 droids also had weapon mounts able to fit a number of readily available blaster pistols mounted in the droid.




T3-Series Utility Droid

Small droid, unaligned


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

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

  • Skills Piloting +4, Technology +4
  • Senses passive Perception 10
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Languages Binary, Galactic Basic
  • Challenge 1/8 (25 XP)

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

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

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

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

Actions

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

MONSTERS

Ronto

Ronto are large, quadruped mammals that are commonly used as beasts of burden by the Jawas of Tatooine. They are known for their loyalty and strength, being able to carry hundreds of kilograms of weight. Like the native dewbacks of Tatooine, ronto are easy to train and become quite fond of their masters, whose faces they associat with food. They are large enough to frighten off Tusken Raiders, though they are easily spooked by machines, such as speeder bikes.



Ronto

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12+24)
  • Speed 40 ft.

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

  • Senses darkvision 30 ft., passive perception 10
  • Challenge 4 (10 XP)

Trampling Charge. If the Ronto 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 12 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) kinetic damage.

MONSTERS

Sando Aqua Monster

Sando aqua monsters are enormous, muscular predators that could be found in the oceans and lakes of Naboo.

Biology and Appearance. Despite measuring between 160 and 200 meters in length, the sando aqua monsters manage to hide in their native oceanic depths. Sandos have heavily muscled bodies that look almost feline, with strong limbs ending in finned claws that propell them through the depths.

Their huge               mouths allow them to swallow most other creatures of the Abyss in a single gulp. Using their razor-sharp teeth,                 they are also the only predators capable of biting through the hard shells of the opee sea killers.

Being mammalian,
females nursed their young
for about a year. Females bore
only one pup per birth.

Their life-spans typically
reach one hundred
standard years.

Behavior. The sando aqua monsters were carnivores. In order to maintain their gigantic bodies, those voracious creatures needed to feed constantly, and they often devoured entire schools of fish. There have even been reports of sando monsters surfacing in swamp lakes and attacking falumpaset and fambaa herds, and unsubstantiated reports of them sunning themselves on sandbars.

MONSTERS


Sando Aqua Monster

Gargantuan beast, unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 20 ft., swim 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 28 (+9) 8 (-1) 18 (+4) 18 (+4)

  • Saving Throws Str +18, Dex +10, Con +17, Int +7, Wis +12
  • Skills Stealth +10, Insight +12, Perception +12, Intimidation +12
  • Damage Immunities cold, lightning; kinetic, ion, and energy from unenhanced weapon attacks
  • Condition Immunities frightened, paralyzed, restrained
  • Senses blindsight (while submerged) 120 ft., darkvision 120 ft., passive Perception 22
  • Languages
  • Challenge 25 (75,000 XP)

Amphibious. The monster can breathe air and water.

Freedom of Movement. The monster ignores difficult terrain, and effects can't reduce its speed. It can spend 5 feet of movement to escape from being grappled.

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

Gargantan Strength. The monster's weapon attacks are considered enhanced.

Siege Monster. The monster does double damage on objects and structures.

Actions

Multiattack. The monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. If the target is a creature it is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the monster can't bite another target.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the monster's choice within 120 feet of the monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effects ends for it, the creature is immune to the monster's Frightful Presence for 24 hours.

Water Torrent (Recharge 5-6). the monster exhales a torrent of water in a 120 foot cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

Swallow. The monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the monster, and it takes 42 (12d6) acid damage at the start of each of the monster's turns.

If the monster takes 50 damage or more on a single turn from a creature inside it, the monster must succeed on a DC 25 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.


LEGENDARY ACTIONS

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

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

Tail Attack. The monster makes a tail attack.

Whirlpool (Costs 2 Actions). The monster creates a whirlpool in the water at a point within 30 ft. that it can see. The whirlwind is a 10-foot-radius, 30-foot-deep cylinder centered on that point. On subsequent turns, the monster can use the Whirlpool legendary action to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a DC 21 Dexterity saving throw the first time on a turn that it enters the whirlpool or that the whirlpool enters its space, including when the whirlpool first appears. A creature takes 6d8 kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat.

A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction.

The whirlpool ends at the beginning of the monster's turn unless the monster used the Whirlpool legendary action to maintain the whirlpool.

MONSTERS

Sarlacc

The sarlacc is a large, immobile, omnivorous invertebrate with long tentacles that rim its mouth. There is some debate among xenobiologists as to whether the creature is a plant or animal, though most find the creature far too dangerous to merit an extended study of the question.

Biology. They reproduce by spores, known as "sarlacci," that travel through space until they find another suitable planet to inhabit. After implanting itself into the ground, the sarlacci grow downward like a plant, forming a pit. The mouth and tentacles are the most visible parts of the sarlacc. The rest of the sarlacc's massive anatomical features are buried up to one hundred meters deep in the ground. This guarantees protection of the sarlacc's vital organs and makes it invulnerable to most forms of serious damage. The sarlacc's mouth is the only part of the body visible, usually. Most of its body is covered in rigid plates. It has eight appendages beneath the ground used for stability or for reburial if the sarlacc becomes partially exposed. The body of the sarlacc ends in three roots used for moisture absorption.These appendiges and roots are also used to sense the vibrations from nearby creatures. The sarlacc lacks eyes and ears, instead relying on the sensors in its roots to "see" its prey.

Feeding. The teeth of the sarlacc surround its beak-like tongue and plant-like tentacles in tiers. Its teeth are also slightly slanted inward ensuring its prey remains trapped. Despite their size, the sarlacc does not need to eat much or often. While its lightning-fast tentacles are used to snatch up its prey, they are not its primary means of capturing a meal. The sarlacc discharges odors and scents that lure herbivores and scavengers close enough for it to use its tentacles.

Digestion. After being swallowed by the tongue, the victim makes its way into the sarlacc's stomach to be digested, being kept alive and slowly digested for a millennium. A strong network of vessels inside the stomach punctures the victim's skin and muscles before injecting neurotoxins into them, preventing the victims from escaping and ensuring that they remain immersed in the acidic fluids in the stomach, and attached to the walls of the stomach. The vessels also provide victims with nutrients to keep them alive while they are digested in agony.

A number of smaller, secondary stomachs are used to store victims for later consumption at times when the sarlacc needs larger amounts of nutrients, such as when it needs to grow, breed, or strengthen its tentacles and beak for catching stronger, larger prey. The secondary stomachs also function as a space to store victims when the main stomach runs out of room. The acidic fluids in the stomachs are composed of weak chemicals that take much longer to digest prey than acids in the stomach of other creatures. The pain endured by its victims in this process was reputed to be unimaginable. It is theorized that sarlaccs may be telepathic and may gain consciousness from the creatures they eat by assimilating their thoughts and memories during digestion.

Notable Examples. One of the known specimens of the species resides in the Great Pit of Carkoon, beneath the sands of the Dune Sea on the remote planet of Tatooine. Most sarlacci preferred damp environments, but they could live nearly anywhere including the desert sands of Tatooine.

The largest known sarlacc in galactic history resides on the planet Felucia within the Ancient Abyss. It possessed massive tendrils and teeth that spread out over an area of the Abyss that was kilometers across.

MONSTERS


Sarlacc, Adult

Gargantuan plant, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 464 (32d12 + 256)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 27 (+8) 3 (-4) 11 (+0) 6 (-2)

  • Saving Throws Str +14, Dex +6, Con +14, Wis +6
  • Skills Stealth +6, perception +6
  • Damage Resistances sonic; energy, ion, and kinetic from unenhanced weapons
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, prone
  • Senses tremorsense 300 ft., passive Perception 16
  • Languages
  • Challenge 21 (22,000 XP)

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

Gargantuan Strength. The sarlacc's weapon attacks are considered enhanced.

Burried. The sarlacc is resistant to damage from sources beyond 60 feet and immune to damage from sources beyond 120 feet.

Grasping Tentacles. The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be broken if a creature takes an action and succeeds on a DC 22 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle on its next turn, but it causes the sarlacc to spend a legendary action for no effect. If the sarlacc has no legendary actions remaining this turn to spend, the sarlacc regains one fewer spent legendary actions at the start of its next turn than it would otherwise regain. The sarlacc can be forced to spend no more than two legendary actions in this way.

Actions

Multiattack. The sarlacc makes three tentacle attacks, each of which it can replace with one use of Bite.

Tentacle. Melee Weapon Attack: +14 to hit, reach 60 ft., one target. Hit: 26 (4d8 + 8) kinetic damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit 30 (4d10 + 8) Kinetic damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the sarlacc can't bite another target.

Swallow. The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. A creature reduced to zero hit points this way stops taking the psychic damage and becomes stable.

If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 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 sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Pheromones (Recharge 5-6). The sarlacc releases pheromones in a 300 ft. radius. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

Legendary Actions

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

Earth-Shaking Movement. The sarlacc sends a shockwave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 22 Constitution saving throw. A creature takes 41 (6d10 + 8) sonic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

Reel. The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

Tentacle. The sarlacc makes one tentacle attack.

Chomp (Costs 2 Actions). The sarlacc makes one bite attack or uses its swallow.

MONSTERS

Scrange

The scrange was a large tusk-tailed, reptilian apex predator of Dagobah, attacking its prey with a great ferocity. Scranges were beaked and had many bioluminescent patches on their body, arranged in a ridge along its spine. When prey got close, attracted by the lights, the scrange would lift out of the mud on its six crustacean-like hind legs to make a quick attack or it would use its four tail tusks to impale its prey.

"This predator lunged out of a still pool and dragged one of our team members under before we could effect a rescue. The body was never recovered."

―Halka Four-Den speaks about a scrange on Dagobah
















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 60 ft., 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.

MONSTERS

Security Droids

Security droids are a type of droid used as bodyguards, or to protect objects of value. During the Clone Wars, the term commonly referred to the security battle droid used by the Trade Federation and Confederacy of Independent Systems. The KX-series is one such example of a security droid model used by the Galactic Empire.

JK-13 Security Droid

The JK-13 security droid, unofficially known as the "Jedi Killer," is a JK-series security droid manufactured on the planet Ord Cestus.

Appearance & Weaponry. The JK-13 is approximately chest-high and is divided into sections, giving it an insect-like appearance in its attack mode-so much so that the cave spiders, who used to rule Cestus, thought of them a natural enemy Its primary weapon is a set of stun tentacles extending from virtually every point on its body: these tentacles can be used to cut an opponent or deliver a disabling charge. Its primary defense is a deflector shield generator-like technology that allows it to absorb weapons fire before it even comes into contact with the droid itself.

Like all Cestus Cybernetics droids of its period, the JK-13 is unusually ornate and flexible, with a golden finish and enormous articulation of its tentacles, which can become a fine strand or thicker rope or cable as needed.

Bio Droid. The JK-13s are bio-droids: they use a living circuit design incorporating organics into the core processor, which is actually a life-support unit for a creature known as a dashta eel. Because the eels are Force-sensitive, they grant the droid some measure of precognitive abilities. This, in turn, grant it great combat ability. However, Dashta eels cannot kill another sentient being without going insane, meaning that the droids can never be deployed as general purpose combat units.

Availability. They sell faster than they can be produced, and cost 80,000 credits. They are
assembled by Clandes Industrial in the city of
Clandes.




JK-13 Security Droid

Large droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 150 (20d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 15 (+2) 10 (+0) 13 (+1) 7 (-2)

  • Saves Str + 10, Con +7, Int +5
  • Skills Perception +6, Intimidate +3
  • Damage Vulnerabilities ion, lightning
  • Damage Resistances energy from unenhanced sources
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic basic, binary
  • Challenge 9 (5,000 XP)

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

Droid Encasement. The Dashta Eel within the machine is a somewhat shapeless mass. When the JK-13 Security Droid is reduced to 0 hp, the droid armor breaks and the Dashta Eel exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage Resistances.

Without its armor, the Dashta Eel has the following statistics: AC 12, hp 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions.

Jedi Slayer. JK-13 Security Droid has advantage on saving throws versus force powers used by creatures within 5 feet of it. When an enemy within 5 feet uses a force power, JK-13 Security Droid can make a melee attack against that character as a reaction. When JK-13 Security Droid damages an enemy, they have disadvantage on concentration saving throws to maintain their force powers.

Actions

Multiattack. The JK-13 Security Droid makes any combination of three Slicing Tentacle attacks and Stunning Tentacle attacks.

Stunning Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 +4) kinetic damage and the target must succeed on a Constitution save (DC 17) or be stunned until the end of its next turn.

Slicing Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 +5) kinetic damage.


Reactions

Deflector Shield. The JK-13 Security Droid adds 3 to its AC against one attack that would hit it. To do so, the droid must see the attacker.

MONSTERS

Shyracks

Shyracks are cave-dwelling terrors that are fiercely territorial and attack any intruder with aggression and fervor. While typically cave bound, every sixty-three years the shyracks of Korriban spill from their cave habitats for an entire summer. These periods saw them fill the sky where they blotted out the sun and moon where they rained their bluish droppings onto everything below. Prior to the return of the Sith Empire, biologists from across the galaxy arrived on the planet in order to witness every sixty-third summer where they observed the purpling of the red Korriban terrain.

While ungainly and slow-moving with no eyes, shyracks are potentially dangerous pests, especially when they converge as a swarm on an intruder. They are native to the Shyrack cave of Korriban and are natural rivals to the feared Tuk'ata.


Shyrack

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 2 (1d6-1)
  • Speed 0 ft. fly 20ft

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

  • Senses blindsight 60ft, passive Perception 11
  • Challenge 0 (10 XP)

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

Actions

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



Shyrack Swarm

Large swarm of Small beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 38 (6d10+10)
  • Speed 0 ft. fly 20ft

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 11 (0) 3 (-4) 12 (+1) 4 (-3)

  • Damage Resistances energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge 1 (200 XP)

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

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 shyrack. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature in the swarm's space. Hit: 9 (2d8) kinetic damage, or 4 (1d8) kinetic damage if the swarm has half of its hit points or fewer.

MONSTERS

Starweird

Starweirds are incorporeal, humanoid, Force-using creatures found only in the vacuum of space.

Biology and Appearance. They are tall and extremely gaunt, wearing ephemeral rags that hang from their arms. Starweirds have long, wild white hair that floats around their heads, ignoring gravity. The creatures have pale skin and their faces are desiccated. Many witnesses state that the creature's face somewhat resembles their own. Starweirds each have a large, toothy mouth and eyes that glow. Their arms are bony and end in hands with three large, sharp, black talons. The species' incorporeal nature makes it possible for the creatures to resist conventional attacks and pass through solid objects, although force fields still stop the creatures. They are also fully affected by the use of the Force.

Starweirds hover or fly silently instead of walking. While fairly intelligent, the creatures do not communicate and had no known language. They have no known ecological role, and after dying, a starweird leaves no traces of itself.

Behavior. Starweirds may appear to spacers repairing their damaged starship in deep space, or manifest aboard a ship traveling in hyperspace. Upon being spotted, starweirds become enraged and released a loud, piercing telepathic shriek. The creatures are noted for having a particular hatred for Force-sensitives, who they will mindlessly concentrate on killing even if there are other creatures present.Some Jedi hypothesize that they are physical manifestations of the dark side of the Force. However, there is little evidence to supported the theory.



































Starweird

Medium aberration, 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 Resistances 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 4 (1,100 XP)

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

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 31 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.

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.

MONSTERS

Steep

The steep are a species of non-sentient amphibians native to the planet Metellos. They dwell in the sewage-filled seas of the planet, bobbing on the surface of the waters. At night, the carnivorous steeps wander the alleyways of Metellos' settlements, searching for children to eat.

Biology & Appearance. Steeps stand on four spindly legs, each of which ends with a webbed foot, and are capable of walking on land. The carnivorous amphibians are protected by a tough, rubbery hide of ten-centimeter-thick, brownish-white skin. Although their heads are large, their brains are small. A steep's mouth stretches from one side of the head to the other, with two eyes located on purple stalks protruding from the tops of their heads. Similarly purple-colored growths extend down the backs of the species.

Behavior. Designated as non-sentient, steeps are known for their lack of intelligence and, when fighting an adversary, will continue attacking relentlessly until they themselves have been killed. Steeps are named after their habit of "steeping" themselves in the sewage-filled waters of their homeworld Metellos' seas. The amphibians are frequently seen floating on the surface of the water. Steeps are known to roam down Metellean alleyways at night seeking children for prey.





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 Resistances 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.

MONSTERS





























Swamp Slug

An omnivorous species, swamp slugs have thousands of teeth and twenty-four pairs of legs. Their orange or golden eyes, the size of boulders, allow them to see clearly beneath the murky, cloudy waters, while the two rubbery antennae on the top of their heads, which grew to two meters, utilize sonar to pinpoint exact locations of objects, searching by motion. Swamp slugs are omnivores, eating anything organic that they can fit in their mouths of jagged teeth. The teeth, or radula, lining the slug's esophagus pulverize into organic slime any plant or animal matter that it ingests. An hermaphroditic species, the swamp slugs reproduce sexually. Each partner lays hundreds of eggs, most of which are eaten by other animals. They exude a thick, foul-smelling mucus which damages the breathing organs of other species. They are not desirable to eat by other predators and are given a wide berth in the swamps.



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 Resistances energy, ion, and kinetic from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  • Challenge 14 (11,500 XP)

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.

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

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.

MONSTERS

Tactical Droids

Tactical droids are a type of battle droid designed to plan battle strategies. Baktoid Combat Automata manufactured several models of tactical droid, including the T-series tactical droid and a more advanced super tactical droid. Later, L-1 tactical droids would be used during the Galactic Civil War.

T-Series Tactical Droid

T-series tactical droids are a model of tactical droid manufactured by Baktoid Combat Automata for use during the Clone Wars. They were utilized by the Confederacy of Independent Systems to coordinate their military, acting as advisors and often generals for their superior officers. The droids were deployed across the galaxy in many key battles of the war such as those at Christophsis, Ryloth and the Second Battle of Geonosis.

Ruthlessly intelligent, the T-series mostly steer clear of the war's front lines and instead command their troops from various Separatist headquarters. They exhibit independence larger than that of their B1 battle droid comrades, and although they were loyal to the Separatist cause, they were not afraid to abandon their superiors to guarantee their own survival.

Later on in the Clone Wars, the more advanced super tactical droid was introduced but its predecessor still saw continued use up until at least 19 BBY. Despite the galaxy-wide deactivation of the droid army at the end of the war, the remnants of the T-series could still be found well into the Imperial Era.

Super Tactical Droid

Super tactical droids are advanced tactical droids that had command capabilities during the Clone Wars, acting as generals of the Separatist Droid Army.

They would often resort to threats and torture as interrogation routes. These droids were created to analyze a battle, calculate a possible battle-winning solution, and a time frame to carry out their plan. Being programmed with Separatist beliefs, they ruled through fear and through the lack of courage and hope in their victims and specifically "freedom from the tyranny of the republic." Although Super Tactical Droids were not directly involved in combat, they were able to effectively use self-defense and an E-5 blaster rifle. Being programmed for success, they are willing to kill for the advancement of the Confederacy of Independent Systems.

Building off their predecessors, the T-series tactical droid, they had a much more robotic inflection to their voices, as well a larger, more imposing and more damage-resistant body. These droids were also able to better process and adapt to sudden changes and unexpected complications and have more variables in their calculations. Although better than those before them, flaws in their programming were still prevalent. These included the difficulty to see approaches and plans that differ from their own, and the overconfidence in the Confederacy of Independent Systems and its army.























T-Series Tactical Droid

Medium droid, lawful dark


  • Armor Class 13
  • Hit Points 50 (9d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 19 (+4) 16 (+3) 11 (+0)

  • Saving Throws Int +6, Wis +5
  • Skills Investigation +6, Lore +6, Technology +6, Insight +5, Deception +2
  • Damage Vulnerabilities Ion
  • Damage Resistances necrotic, poison, psychotic
  • Condition Immunities poison, disease
  • Senses darkvision 60ft, passive Perception 13
  • Languages Galactic Basic, Binary, and two others
  • Challenge 2 (450 XP)

  • Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
  • Innate Tech-casting. The T-series Tactical droid can innately cast the following tech powers (DC14):: Assess the Situation, Encrypted Message, On/Off, Alarm, Element of Surprise (3/daily), Repair Droid, Stack the Deck
  • Preditctive AI The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour

Actions

Blaster pistol. Ranged Weapon Attack: +4 to hit, Ammunition (range40/160), one target. Hit 5 (1d6 + 2) energy damage.

MONSTERS


Super Tactical Droid

Medium droid, unaligned


  • Armor Class 17 (powered battle armor)
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 21 (+5) 16 (+3) 15 (+2)

  • Skills Athletics +7, Lore +10, Perception +13, Stealth +8
  • Damage Vulnerabilities ion
  • Damage Resistances psychic, necrotic, unenhanced kinetic
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, disease, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 23
  • Languages Galactic Basic, Binary
  • Challenge 15 (13,000 XP)

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

Master of the Droid. While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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

Tactical Technology. When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Techcasting. The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers:

At-will: assess the situation, encrypted message, electroshock, poison spray, cryogenic burst, combustive shot

1st-level: homing rockets, expeditious retreat, repair droid

2nd-level: mirror image, charge power cell

3rd-level: explosion, tactical advantage

4th-level: sensor probe, synchronicity

5th-level: mass repair droid, toxic cloud

6th-level: security protocols

7th-level: tactical superiority

Actions

Multiattack. The tactical droid makes three biopistol attacks.

Biopistol. Melee Weapon Ateack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage plus 14 (4d6) poison damage.

Legendary Actions

The tactical droid 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. The tactical droid regains spent legendary actions at the start of its turn.

Biopistol. The tactical droid makes a biopistol attack.

At-Will. The tactical droid casts an at-will tech power.

Move. The tactical droid moves up to its speed without provoking opportunity attacks.

Construct Droid (Costs 3 Actions). Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.

MONSTERS

Terentatek

Terentatek are creatures which feed off the blood of Force-sensitives, and inhabit caves and tombs strong with the dark side of the Force.

Biology & Appearance. Terentateks resemble small rancors (approximately one-fourth the size of a fully-grown bull Rancor) with a number of spines growing from their backs and a pair of flaps, or tusk-like projections attached to their mouths. They also have four massive claws on each hand. Their tusks and claws are highly venomous. It is theorized that they were once rancors, subjected to mutations by the Sith, and that when the dark side is weak in the galaxy, they hibernate and remain dormant for many years, only to return when the dark side is strong again. A terentatek's hide is highly resistant - in some cases even immune - to the effects of the Force. They became the most dangerous of the creatures bred by the Sith, and were often dubbed Jedi Killers.


Terentatek

Large aberration, chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 173 (10d20+73)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 18 (+4) 8 (-1) 11 (0) 3 (-4)

  • Skills Athletics +6, Perception +3
  • Damage Resistances Kinetic, energy, ion; damage dealt by Force powers
  • Senses Darkvision 60ft, passive Perception 13
  • Languages Can't speak but understands commands in Sith
  • Challenge 9 (5,000 XP)

Force Resistance. The terentatek has advantage on saving throws against force powers and resistance to damage dealt by force powers.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on Terentatek.

Actions

Multiattack. The Terentatek makes three attacks, once with its tusks and twice with its claws.

Tusks Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 22 (5d8+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (5d6+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 2 (1d4) toxin damage per turn.

Rock. Ranged Weapon Attack: +3 to hit, range 30/70 ft., one creature. Hit: 15 (4d6+3) kinetic damage.





"The terentatek is a predator, and we Jedi are its prey."

―Deesra Luur Jada

MONSTERS

Tracker Droids

Tracker Droids are a general term used to describe simple droids that are capable of being permanently linked to via the tech power tracker droid interface. Tracker droids are not all dedicated tracking or probe droids as the name might suggest, but these are the most common types of droids to become linked with in most cultures throughout the galaxy, explaining this commonly used shorthand.

Combat Training Remote

Combat remotes (or "seeker droids" or "training remotes") are fast-moving and unpredictable. Commonly used by marksmen to improve aim and reaction time, they are equipped with non-lethal blasters to prevent injuries, and are usually shot at with light-only blasts.


Marksman-H Remote

Tiny droid, unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4-1)
  • Speed fly 30 ft.

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

  • Skills Acrobatics +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Blindsight 60 ft., passive Perception 11
  • Challenge 0 (10 XP)

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

Safety Restraints. The droid deals only non-lethal damage.

Interfaced Distraction Protocol. While you are interfaced with this droid via the tracker droid interface tech power, when your droid is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature's reach.

Actions

Stunner. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 1 energy damage.

DRK-1 Tracker Droid

Developed by Arakyd Industries, the DRK-1 probe droid is a small, spherical automaton equipped with sophisticated sensor and communications packages. The DRK-1 features a trio of imaging sensors: a central photoreceptor, a magnetic imaging device, and a thermal imager.


DRK-1 Tracker Droid

Tiny droid, 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 Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception 13
  • Challenge 0 (10 XP)

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

Interfaced Tracking Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.

Actions

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

MONSTERS

Medical Droid

The GH-7 medical analysis unit is a multi-purpose automaton designed to handle diagnostics and surgical assistance duties. Though reminiscent of a humanoid form, the GH-7 is not modeled on any particular species, instead designed to perform efficiently on a variety of outlying worlds among any number of alien races. The droid has access to a range of medical knowledge and can serve as an assistant to an organic medic with all of its tools being easily accessible.


GH-7 medical analysis unit

Small droid, unaligned


  • Armor Class 11
  • Hit Points 1 (1d6-2)
  • Speed 25 ft.,

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

  • Skills Medicine +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 11
  • Languages Galactic Basic, one other of your choice
  • Challenge 0 (10 XP)

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

Interfaced Healing Protocol. While you are interfaced with this droid via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your droid, you can roll the dice twice and take either total.

Actions

Medkit (1/rest). As an action, the droid can expend a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Medpac (1/day). As an action, the droid uses a medpac to restore 2d4+2 hit points to a creature within 5 feet.

Administer Antidote (1/rest). As an action, the droid can administer a charge of an antidote kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.

Pistoeka Sabotage Droid

Pistoeka sabotage droids, better known simply as buzz droids, were a type of insect-like automatons that were deployed in swarms during battlefleet actions by the Confederacy of Independent Systems. They could wreak havoc upon squadrons of starfighters that happened to fly through a formation of such deployed droids. Approximately one-quarter of a meter in diameter and well armed for their role, they were typically delivered by discord missiles from droid tri-fighters and Vulture droid starfighters.


Pistoeka sabotage droid

Tiny droid, unaligned


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

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

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 10
  • Challenge 0 (10 XP)

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

Magnetic Lock. The droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Interfaced Damage Protocol. While you are interfaced with this droid via the tracker droid interface tech power, when you roll a 1 or 2 on a damage die for a tech power while your droid is within 5 feet of you, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Pack Tactics. The droid has advantage on attack rolls against a creature if at least one of the buzz droid’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Miniature Plasma Cutter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 ion damage.

MONSTERS

PIT Droid

A DUM-series pit droid, manufactured by Serv-O-Droid, Inc., are used for labor, repair and light construction. In the center of their head is a large, round photoreceptor equipped with multi-spectrum scanners capable of detecting microscopic damage. Pit droids stand 1.19 meters tall but can compress themselves into a compact, box-shaped package. A tap on their photorecepter signals them to return to their upright position, and vice-versa. Their most remarkable feature is their immense strength, able to carry objects many times their own size or weight.



Pit Droid

Tiny droid, unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 3 (1d6)
  • Speed 25 ft.

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

  • Skills Technology +3, Investigate +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 11
  • Challenge 0 (10 XP)

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

Crafter Protocol. The droid comes with proficiency in three tools, chosen when it is crafted.

Interfaced Crafting Protocol. While you are interfaced with this droid via the tracker droid interface tech power, whenever you make an ability check using tools with which the droid is also proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

Powerful Build. The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

Turtle (1/rest). The first time the droid would drop to zero hit points, the droid can instead remain at one hit point and temporarily deactivate and fold up into a tougher, immobile form. While turtled, the droid has an AC of 14, and is considered paralyzed. The creature interfaced with this droid can use a bonus action to restore this droid to it's unturtled condition.

Actions

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

Repair (1/day). As an action, the droid can expend one use of a repair kit to restore 2d4+2 hit points to a droid or construct within 5 feet.

MONSTERS

ID9 Seeker Droid

ID9 seeker droids, also called Parrot Droids or Mimic Droids, are a model of seeker droids that resemble the much larger Viper probe droids. The body of ID9 seekers consistsd in a half-hemisphere dome with a red photoreceptor. Attached to that dome are five articulated, tentacle-like limbs that end in pincers. The ID9s are outfitted with electro-shock prods that allow them to harm organic lifeforms and incapacitate mechanical beings. They are capable of imitating the sounds of other droid models, and have two locomotions modes: hovering and crawling.


ID9 Seeker Droid

Tiny droid, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 8 (-1) 4 (-3) 10 (+0) 10 (+0)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 13
  • Challenge 0 (10 XP)

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

Actions

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

Z-58 Series Security Droid

The Z-58 series security droid is a floating security droid manufactured by Arakyd Industries that has limited capabilities in technical and physical security.


Z-58 Series Security Droid

Tiny droid, unaligned


  • Armor Class 11
  • Hit Points 2 (1d4)
  • Speed fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception 13
  • Challenge 0 (10 XP)

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

Security Protocol. The droid comes with proficiency in security and slicer tools.

Interfaced Assistance Protocol. While you are interfaced with this droid via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by the droid taking the Help action you can reroll one of the dice once.

Actions

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

Sentry (1/day). The Security Droid may enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid at the time of entering the sentry state. The Security Droid must remain within 60 feet of the warded location or the ability ends.

MONSTERS

Trandoshans

Trandoshans, also called T'doshok, were large, bipedal reptilian sentient humanoids from the planet Trandosha, and were renowned as great hunters who relished the thrill of the hunt. Trandoshans are known to embark on a hunting related rite of passage.

Notable Trandoshans. A Trandoshan known as Garnac ran a hunting guild based out of a floating fortress that hovered above an island-designated Island Four-on the moon Wasskah. Garnac's scouts traveled to different worlds to collect other sentient beings to dump on Island Four, where the prisoners would be hunted for sport.

Bossk, a famous Trandoshan bounty hunter, worked alongside fellow hunters Aurra Sing and Castas to mentor the orphaned Boba Fett. Bossk owned and operated a modified YV-666 light freighter named the Hound's Tooth. Bossk was renowned and feared for his effectiveness at killing Wookiees. He was ruthless and efficient, but upheld the Bounty Hunter Code and was known to keep his promises to the letter of the law.




Trandoshan Huntmaster

Medium humanoid (trandoshan), any dark


  • Armor Class 16 (heavy combat suit, shield)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Strength +7, Wisdom +6
  • Skills Athletics +7, Intimidation +5, Perception +6, Persuasion +5, Stealth +6, Survival +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Dosh
  • Challenge 7 (2,900 XP)

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Martial Advantage. Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn't incapacitated.

Actions

Multiattack. The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelin.

Trandoshan Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage, or 9 (1d10 + 4) kinetic damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) kinetic damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the trandoshan 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 trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated.


Reactions

Parry. The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

MONSTERS

Trandoshan Warrior

Medium humanoid (trandoshan), any dark


  • Armor Class 14 (natural armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Strength +5, Wisdom +3
  • Skills Athletics +5, Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Dosh
  • Challenge 2 (450 XP)

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Double Weapon. When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.

Actions

Multiattack. The trandoshan makes two weapon attacks.

Trandoshan Double-Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.

Trandoshan Double-Sword (Bonus Action Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) kinetic damage.


Trandoshan Hunter

Medium humanoid (trandoshan), any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Strength +5, Wisdom +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 3 (700 XP)

Hunter's Eye (3/Day). As a bonus, the tradoshan can add 1d10 to its next attack or damage roll with a blaster weapon.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The trandoshan makes two ranged weapon attacks.

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

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

MONSTERS

Trandoshan Elite Warrior

Medium humanoid (trandoshan), any dark


  • Armor Class 15 (heavy combat suit)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 13 (+2)

  • Saving Throws Strength +7, Wisdom +5
  • Skills Athletics +7, Intimidation +5, Perception +5, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, Dosh
  • Challenge 6 (1,100 XP)

Brute. The trandoshan deals an extra 3 (1d6) damage when it hits with a melee weapon attack (included in the attacks).

Frenzy. When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a vibrosword attack.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The trandoshan makes three attacks with its sword or slugthrower.

Trandoshan Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 4) kinetic damage.

Slugthrower. Ranged Weapon Attack: +6 to hit, range 100/400., one target. Hit: 7 (1d8 + 3) kinetic damage.

Burst. The trandoshan sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.


Reactions

Parry. The trandoshan adds 3 to his AC against one melee attack that would hit him. To do so, the trandoshan must see the attacker and be wielding a melee weapon.

MONSTERS






















Legendary T'doshok Hunter

Medium humanoid (trandoshan), lawful dark


  • Armor Class 17 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 19 (+4) 13 (+1) 16 (+3) 13 (+2)

  • Saving Throws Strength +11, Constitution +9, Wisdom +8
  • Skills Athletics +11, Intimidation +7, Perception +8, Piloting +6, Stealth +14 Survival +8, Technology +6
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Dosh, Huttese
  • Challenge 14 (11,450 XP)

Commando. As a bonus action, the trandoshan can take the Dash and Hide actions on each of his turns.

Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Mortar Gun. As a bonus action, the trandoshan can switch the firing mode of his mortar gun between a blaster and a grenade launcher.

Precision Shot (2/Day). The trandoshan can roll his next ranged attack with advantage.

Regeneration. The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

Sharpshooting Mastery. The trandoshan's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

Actions

Multiattack. The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage.

Mortar Gun (Blaster Form). Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 14 (1d12 + 8) energy damage.

Mortar Gun (Grenade Launcher Form). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 13 (1d10 + 8) kinetic damage. Hit or miss, the target and everycreature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

Dioxus Grenade (Recharge 5-6). The trandoshan throws a dioxus grenade, choosing a point within 45 ft., exploding in a 15 ft. sphere. The fog lasts 1 round and the area is heavily obscured. When a creature enters the poison's area or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

Reactions

Dioxus Escape. As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if it's Dioxus Grenade ability is available the trandoshan can choose to drop a grenade where it was before its movement. The dioxus grenade detonates after the trandoshan has completed his movement.


Legendary Actions

The trandoshan 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. The trandoshan regains spent legendary actions at the start of his turn.

Dioxus Grenade (Costs 2 Actions). The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.

Heavy Fire. The trandoshan makes one mortar gun attack.

Move. The trandoshan can move up to its speed without provoking opportunity attacks.

MONSTERS

Tuk'ata

The Force-sensitive tuk'ata, or Sith hounds, have been used for thousands of years to guard the tombs of the Dark Lords of the Sith on Korriban.

Biology & Appearance. Sith hounds are oversized beasts that are bred to be both fearless and relentless. Their distinctive characteristics included sharp horns, long claws and savage teeth. Tuk'ata are unusually intelligent and are even able to communicate with one another through means unknown. It is claimed that originally the species was non-violent and grazing before being corrupted by Sith alchemy experiments that awakened latent parts of their brain which transformed them into unnatural abominations. On occasion, random mutations produce some tuk'ata that are able to live for centuries and grow to immense proportions.

Considering that many Sith hounds were sealed inside the tombs themselves, some believe that they are immortal or draw nourishment from the Force itself, the latter part of which is likely true. It is also possible that they survive by feeding on small vermin or other creatures that infest the tombs as decay and time create new openings in the stone walls.


Tuk'ata nobilis

A pair of tuk'ata were tamed by the Jedi Beast Master Kanzhei Opli three centuries before the rise of the Galactic Empire and given to the Jedi Temple of Vaklin. They were distinguished from the original pack for their blue eyes in comparison with the dark-sided red eyes of a normal tuk'ata. The only two known specimens were killed by Darth Vader in 19 BBY.



Tuk’ata

Large aberration, lawful dark


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (0) 16 (+3) 10 (0) 11 (0) 4 (-3)

  • Skills Perception +2
  • Senses Darkvision 60ft, passive Perception 12
  • Languages Sith (telepathically)
  • Challenge 2 (450 XP)

Keen Senses. The Tuk’ata has advantage on Wisdom (Perception) checks.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Tuk’ata.

Telepathy. Tuk’ata can communicate telepathically with other creature within it's line of sight.

Actions

Multiattack. The Tuk’ata makes two attacks, once with its bite and once with its claws or poisonous stingers.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) kinetic damage.

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

Poisonous Stingers. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 13) or become poisoned.

MONSTERS

Turrets

A turret is a mount for a weapon that enabled it to turn and pivot, allowing it to fire in many different directions. They are mounted on many
vehicles, starfighters, and starships. Other
turrets are mounted on the ground, and
can be both manned and un-manned.
Weapons mounted on turrets included laser cannons and other types of projectile cannons.

Autoturret

An autoturret is a blaster turret emplacement used to defend an area. Known for their killing power and effectiveness, they are employed by many factions throughout galactic history.

Autoturrets were used widely during the Jedi Civil War, with the Sith Empire deploying them to restrict access to the Undercity of Taris and to defend their military bases. Often, they were installed at the entrances to hidden bases, onboard capital ships, or near personal valuables.

In the later stages of the Clone Wars, portable autoturrets were used by both the Grand Army of the Republiic and the Separatist Droid Army for covering fire or to reinforce the defense of field command posts. These autoturrets became the standard equipment of clone and droid snipers, who were entrusted with their deployment.


Auto-Turret

Medium construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 19(3d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/2 (100 XP)

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

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Multiattack. The turret makes two repeating blaster attacks.

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


Hidden Turret

Medium construct, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 11(2d8+2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
11 (+0) 2 (-4) 13 (+1) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/4 (50 XP)

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

False Appearance. While the turret is inactive, it is indistinguishable from an ordinary section of floor, wall, or ceiling.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls. Intelligence (Investigation) and Wisdom (Perception) checks made to identify an inactive turret are made with disadvantage.

Actions

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 7 (1d10+2) energy damage.

MONSTERS

Tusken Raiders

Tusken Raiders, or "Sand People," are a species native to Tatooine. Extremely xenophobic & territorial of their native resources, Tuskens often attack the outskirts of smaller settlements. They believe all water is sacred and promised to them, resulting in them raiding moisture farms set up by colonists.

Clan groups consist of 20-30 individuals, and are led by clan leaders, tribal chiefs, and warlords. At the age of 15, a Tusken becomes an adult, and had to slay a krayt dragon and cut out the precious pearl found in its stomach. Tuskens inhabit encampments scattered across an area of the rocky Jundland Wastes known as The Needles, which are guarded by vicious massiffs.

They wield gaderffii sticks in combat, and use Tusken Cyclers to fire on vehicles they spot. Every Tusken warrior creates their own unique gaderffii stick. Males wear rough wrappings and garments that provide protection and allowed ease of movement. Females can be distinguished by their elaborate jeweled masks with eyeslits and torso-covering sand-shrouds. Tusken children wear unisex cowls and simple cloaks. All Sand People wear mouth grilles and eye coverings to retain moisture and keep sand out. They are forbidden to remove their clothing in front of others, except at childbirth, on their wedding night, and at coming-of-age ceremonies.

The Sand People and banthas share a close, almost mystical bond. During warrior initiation rites, a young Tusken is given a bantha matching their own gender[ and learns to care for it, with the pair becoming extremely close as the youth earns a place in its clan. When Sand People marry, their banthas also mate, and, should its rider die, their bantha usually perishes shortly after. If a bantha dies before its rider, its remains are placed in a large graveyard, which is treated with great respect by Tuskens and other banthas.




Tusken Chieftain

Medium humanoid, chaotic dark


  • Armor Class 16 (durasteel armor)
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 13 (+1)

  • Saving Throws Str +6, Con +6, Wis +3
  • Skills Intimidation +3, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Tusken
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The chieftain makes two gaffi stick attacks.

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

Cycler Rifle Ranged Weapon Attack +3 to hit, reach 150/600 ft., one target. Hit 6 (1d10+1) kinetic damage.

Battle Cry (1/Day). Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.

MONSTERS



Tusken Brute

Medium humanoid, chaotic dark


  • Armor Class 13 (heavy combat suit)
  • Hit Points 68 (8d8+32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 9 (-1)

  • Skills Survival +3
  • Senses passive Perception 11
  • Languages Tusken
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The tusken makes two gaffi stick attacks.

Gaffi Stick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10 + 3) Kinetic damage.



Tusken Raider

Medium humanoid, chaotic dark


  • Armor Class 12 (combat suit)
  • Hit Points 15 (2d8+6)
  • Speed 30 ft.

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

  • Skills Survival +2
  • Senses passive Perception 10
  • Languages Tusken
  • Challenge 1/2 (100 XP)

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

Actions

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

Cycler Rifle Ranged Weapon Attack +3 to hit, reach 150/600 ft., one target. Hit 6 (1d10+1) kinetic damage.

Varactyl

Varactyls are a species of majestic, giant reptavian herbivores native to the world of Utapau. They typically have blue and green feather manes and feather ridges along their back. They are incredibly loyal and obedient mounts, that had strong long strides to navigate the uneven and vertical surfaces of their homeworld.


Varactyl, Adolescent

Large beast, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10+2)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

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

Trampling Charge. If the varactyl 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 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

Actions

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


Varactyl, Adult

Large beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10+32)
  • Speed 50 ft., climb 30 ft.

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

  • Senses passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Trampling Charge. If the varactyl 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 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

Actions

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

MONSTERS

Vesuvague Tree

The Vesuvague Tree, also known as the Vesuvague Hanging Tree, is a carnivorous, semi-sentient, red-barked tree from the planet of Ithor. It is one of a number of intelligent plants from the world, a category of which included the Bafforr tree.

The vesuvague tree, though rooted in the earth, is able to detect and move itself towards motion by sensing air vibrations in its leaves and ground vibrations in its roots. In order to catch its prey, it uses its quickly growing vines and roots, capable of extending multiple meters in mere seconds, to seize, strangle, and crush its food. Once a creature is dead, the tree buries its vines and roots inside of its prey, and slowly feeds off of its bodily fluids.

The tree can be trained to respond to simple commands, much like a pet, and can understand words by using its leaves to sense the vibrations and patterns of spoken languages.




Vesuvague Tree

Large tree, unaligned


  • Armor Class 12
  • Hit Points 172(15d12 + 80)
  • Speed 10 ft.

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

  • Damage Resistances kinetic
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened, frightened, exhaustion
  • Senses blindsight 90 ft., passive Perception 8
  • Languages Basic, any one other of your choice
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The vesuvague tree may make two constrict attacks per turn.

Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 11 (1d8 + 5) bludgeoning damage, and a Large or smaller target is grappled (escape DC 16).










Domesticated Trees

Predatory vesuvague trees were kept at the south end of Gardulla the Hutt's pleasure garden within her Tatooine palace, located near the Dune Sea. The garden's many denizens and forced tourists would observe, not without horror, how the tree's limbs would suddenly drop and attempt to strangle, more often successfully than not, unwary passersby—captive beings that Gardulla constrained to enter the garden for her own and others' perverse entertainment.

Momaw Nadon planted a vesuvague tree in his secret garden in the mountains south of Mos Eisley on Tatooine. It acted as a watchdog for the site, and its reputation warded off stormtroopers and local police. The grove also concealed a secret chamber for hiding local Rebels.

MONSTERS

Vornskr

The vornskr, native to the planet Myrkr, are a wild, vicious canine species that have the unusual ability to sense the Force. This ability evolved to help them hunt ysalamiri, but a side effect caused them to think that Force-sensitives were their favorite prey, including Jedi in their appetite. Vornskrs were also used as guards in the Dark Force Temple on Dromund Kaas. The Yuuzhan Vong used the species as a biological template for the voxyn.

Behavior. Vornskrs are primarily nocturnal hunters, and use their whip-like, mildly venomous tails to stun prey before finishing them off with their teeth. They are normally sedate during the day, but hunger or other factors may drive them to hunt during daylight hours.

Lightsaber Form. Before Jedi Master Mace Windu refined it into Vaapad, the Form VII style of lightsaber combat was referred to as the Way of the Vornskr.


Domestication

The smuggler Talon Karrde kept two vornskrs, Sturm and Drang, as pets and guard animals, and considered offering them for sale as guard animals. He discovered that cutting off their whip-like tails was similar to castration, since it removed most of their hunting aggression, a fact he detailed in an article published in the Galactic Zoology Monthly.




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.

MONSTERS

Voxyn

Voxyn are a genetic cross between a fero xyn and a vornskr—both deadly predators—shaped into being by the sentient Yuuzhan Vong species. Designed to hunt and kill the Force-sensitive Jedi of the galaxy, the reptilian hounds are all clones of the voxyn queen.

Biology. The cells of voxyn deteriorate at a rapid rate if they are not exposed to a nutrient from the planet Myrkr, and as such, voxyn in other parts of the galaxy typically do not survive for more than a few months. Voxyn are naturally sterile.

Characteristics. Standing one meter high, mature voxyn measure over four meters in length and are reptilian in appearance, although warm-blooded. A pair of oval yellow eyes with excellent night vision are located on the voxyn's flattish head, which has a broad snout over six inches long filled with fangs, and its lithe body is covered in black or green scales and sports eight clawed legs. The toe pads house a hundred deadly retroviruses, whose medium is the green slime that covers the voxyn's claws.

A series of sensory bristles covered in a powerful neurotoxin run down the creature's spine, ending in a whip-like tail that has a white, poisonous barb on it. The poison causes swelling and makes most creatures' flesh red for one to six days. The tail's barb can also be used to deliver a neural shock.

Voxyn also have long, forked tongues and are able to shoot out of its mouth a jet of brown, acid-like saliva that burns anything it touches. The creatures can also emit a sonic blast from their snouts, sending a compression wave that can temporarily disable a person's hearing, make them feel nauseous, and shatter eardrums. Voxyn's purple blood, when exposed to air, becomes a neurotoxin that smells like smoke and ammonia.

Voxyn are fast and agile on their feet, able to jump to great heights, and can swim in and under water.

Voxyn possess the ability to sense Force-sensitives through the Force. Jedi can sometimes feel voxyn as well, registering the creatures as a hungry or feral presence. However, voxyn can hide their presence from Force-sensitives.



Voxyn

Large beast, Chaotic Neutral


  • Armor Class 17
  • Hit Points 180
  • Speed 50 ft. Climbing 30ft

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (0) 18 (+4) 7 (-2)

  • Skills Perception +12, Stealth +11 Atheletics +9
  • Damage Resistances Poison, Acid Energy
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Yuuzhan Vong
  • Challenge 15

Vacuum Cocoon The Voxyn are able to create Cocoon’s that will allow them to survive the vacuum of space

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

Force Tracking The Voxyn 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.

Unstable Clone Biology The Voxyn’s cells rapidly deteriorate after creation, the Voxyn lifespan usually only last a few months after creation

Actions

Multiattack . Voxyn can make two bite attacks and one tail attack

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 5) kinetic damage & 12 (2d12) acid damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 5) kinetic damage plus 18 (6d6) poison damage. If the target is a creature it must also make DC 16 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.

Sonic Blast (Recharge 5-6). The Voxyn emits a sonic howl from its snout. Creatures within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) Sonic damage, be stunned for 1 minute, and is deafened. Takes half damage on a successful save. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

MONSTERS

Wampas

Wampas are semi-sentient predators with humanoid proportions that stand up to 12 feet tall. While they all share characteristics in common, there are three variations of wampa that are distinct based on their native planet.



Snow Wampa

Large beast, unaligned


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

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 11 (+0)

  • Skills Perception +3, Stealth +3
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Fear of Fire. If the wampa takes fire 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 makes two attacks, one with its claw and one with its bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) kinetic damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the Snow Wampa can't bite another target.



Cliff Wampa

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 96 (12d10+24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 5 (-3) 13 (+1) 12 (+1)

  • Skills Athletics +8, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

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

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

Actions

Multiattack. The wampa makes two attacks, one with its claw and one with its bite.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6+5) kinetic damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d10+5) kinetic damage. The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

Throw Boulder. Ranged Weapon Attack: +8 to hit, reach 5 ft., range 25/50 ft., one target. Hit: 8 (1d8+5) kinetic damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.



Swamp Wampa

Large beast, unaligned


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

STR DEX CON INT WIS CHA
19 (+4) 11 (0) 18 (+4) 5 (-3) 10(0) 11 (+0)

  • Skills Perception +2, Stealth +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 4 (1,100 XP)

Putrid Smell. The wampa has disadvantage on Dexterity (Stealth) checks. At the start of each wampas turns, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 10 (4d4) poison damage.

Actions

Multiattack. The wampa makes two attacks, one with its claw and one with its bite.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6+4) kinetic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10+4) kinetic damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.

War Wyrm

The war wyrm, or sith wyrm, was originally an exogorth altered through Sith alchemy by the Dark Lord of the Sith Naga Sadow and designed as a guardian. The ancient Massassi worshiped the beast as a god.



War Wyrm

Gargantuan aberration, chaotic dark


  • Armor Class 19
  • Hit Points 261 (18d20+72)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Saving Throws Con +10, Wis +6
  • Skills Athletics +13
  • Damage Resistances
  • Senses Darkvision 60 ft., Blindsight 30 ft., Tremorsense 60 ft., passive Perception
  • Languages Can't speak but understands commands in Sith
  • Challenge 20 (25,000)

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

Legendary resistance (3/day). If the wyrm fails a saving throw, it can choose to succeed instead.

Gargantuan Strength. The wyrm's melee weapon attacks are considered enhanced.

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

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war wyrms.

Actions

Multiattack. The wyrm makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 21 (6d6) acid damage at the start of each of the wyrm's turns.

If the wyrm takes 30 damage or more on a single turn from a creature inside it, the wyrm 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 wyrm. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) kinetic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary Actions

The wyrm 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. The wyrm regains spent legendary actions at the start of its turn.

Cloud of Dust. The wyrm lashes out and scatters a dusty wake. Each creature within 10 feet of the wyrm, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the wyrm's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the wyrm's next turn.

Tail Attack (Costs 2 Actions.) The wyrm makes one tail attack.

Move. The wyrm moves up to its speed.

MONSTERS

Womp Rats

Native to Tatooine, the womp rat is a breed of rodent, and considered hairy, monstrous pests. They moved on four legs tipped with three-clawed paws, and had long tails and ears. Typically not much bigger than two meters, they possessed big, sharp fangs used to seize prey, and had large, yellow eyes.

Womp rats were not timid creatures, hunting in packs and using their fangs to seize prey. When alone, a single womp rat was known to devour the garbage left by moisture farmers. When traveling in packs of up to 20 individuals, Womp Rats were known to overwhelm larger prey items, such as Dewbacks and Banthas. When they bite, their teeth set in and the animals will not release their hold, even if they are killed.

There were three species of womp rats: ones that lived in Beggar's Canyon, ones that lived in the Jundland Wastes, and swamp womp rats. The Jundland Wastes womp rat appeared shortly after Imperials arrived on Tatooine, and some have speculated it
was a mutated form of the Beggar's Canyon
womp rat, affected by chemicals from
Imperial waste dumps. Some of its
mutations include a larger size, slower
reproduction rate, and lower numbers than
Beggar's Canyon womp rat. Their ears are also elongated and winglike. Another variety, the swamp womp rat, was found on a few fringe worlds as well as on Cularin.


Jundland Wastes Womp Rat

Large beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Languages None
  • Challenge 1/2 (100 XP)

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Beggar's Canyon Womp Rat

Medium beast, neutral


  • 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 None
  • Challenge 1/4 (50 XP)

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

Pack Tactics. The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat's allies.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

MONSTERS

Wookiees

Wookiees are a tall species of furry humanoids from the planet Kashyyyk, who grow to a height of nearly three meters. They are covered from head to toe in a thick, shaggy coat of hair with water-shedding properties that notably comes in shades of brown, black, gray, and white. The species has two sexes, female and male. The latter grow long beards in adult life. Wookiee eye color ranges from blue to brown. Wookiees are big eaters, with the average adult requiring 3,500-6,000 calories a day of food.

Wookiees have extendable claws which they use for climbing; using them for anything else violates the Wookiee honor code. Despite their fearsome appearance and volatile temperament, Wookiees are regarded as intelligent, sophisticated, loyal and trusting. When angered, Wookiees are known to descend into a berserker rage. Wookiees have a long lifespan, appearing not to age over a span of fifty years.

History. The softening and repeal of anti-slavery laws under the Empire ultimately led to classifying the Wookiees as non-sentient. The Empire enslaved the Wookiees not because they were a meaningful threat to the Empire but because their massive, robust physiology allowed them to work long and hard in extreme conditions. As a result, many Wookiees were forced into slavery building much of the Imperial war machine, sent to be worked to death in the dangerous spice mines of the planet Kessel, or on construction sites such as the Death Star. Numerous Wookiees were bred for use in medical experimentation, and some were used as playthings, hunted for sport, or forced into gladiatorial combat. Some of these wookiees turned towards darker pursuits after their rough treatment, such as the infamous bounty hunter Black Krrsantan.























Wookiee Engineer

Medium humanoid (wookie), unaligned


  • Armor Class 15 (hide)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 9 (-1)

  • Skills Perception +4, Stealth +5, Tech +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Shyriiwook
  • Challenge 4 (1,100 XP)

Brute. A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

Berserk Charge. If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extar 7 (2d6) damage from the attack.

Tech Casting. The wookiee engineer is a 5th level tech caster (tech save DC 13, + 5 to hit with tech attacks). The wookiee engineer has 23 tech points and knows the following tech powers:

At will: electrical burst, mending, on/off

1st level: element of surprise, kolto pack, repair droid

2nd level: hold droid, overheat

3rd level: enhance weapon, fabricate trap

Actions

Multiattack. The wookiee engineer makes two melee attacks.

Vibromace. Melee Weapon Attack: +5 to hit, one target. Hit: 12 (2d10 + 3) kinetic damage.

MONSTERS






















Wookiee Hunter

Medium humanoid (wookie), unaligned


  • Armor Class 17 (hide)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 14 (+2) 11 (+0) 15 (+2) 10 (+0)

  • Skills Stealth +10, Athletics+7, Perception +5, Survival +8
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, Shyriiwook
  • Challenge 6 (2,300 XP)

Brute. A melee weapon does one extra die of damage when the wookiee hits with it (included in the attack).

Precise Attacker. The wookiee's weapon attacks score a critical hit on a roll of 18-20. When the wookiee scores a critical hit, it rolls the damage dice three times, instead of twice.

Surprise Attack. If the wookiee surprises a creature during the first round of combat, the wookiee has advantage on the first attack roll against that creature. If the attack hits, it is considered a critical hit.

Actions

Multiattack. The wookiee makes two melee or two ranged weapon attacks.

Vibroblade. Melee Weapon Attack: +7 to hit, one target. Hit: 13 (2d8 + 4) kinetic damage or 15 (2d10 + 4) kinetic damage if wielded with two hands.

Bowcaster. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 9 (1d10 + 4) energy damage.

Bowcaster Burst. (Recharge 5-6) The wookiee sprays a 10-foot-cube area within 40 ft. Each creature in the area must make a DC 15 Dexterity saving throw, taking 9 (1d10 + 4) energy damage on a failed save.

































Wookiee Berserker

Medium humanoid (wookie), unaligned


  • Armor Class 14 (hide)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0)

  • Skills Athletics +5, Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Shyriiwook
  • Challenge 1 (200 XP)

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

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

Blood Rage. When a creature within 5 feet of the wookiee hits it with an attack, the wookiee may use its reaction to immediately make a melee weapon attack with advantage against that creature.

Actions

Vibroaxe. Melee Weapon Attack: +5 to hit, one target. Hit: 9 (1d12 + 3) kinetic damage.

MONSTERS

Worrt

Worrts are a non-sentient species that hail from the desert of the planet Tatooine, although they can also be found on Nal Hutta and Phaeda.

Biology & Appearance. Worrts are squat and spiky creatures whose appearance bears similarities to that of chubas. They have brown, warty skin and measure 1.5 meters in height. They are quadrupeds with dexterous forelimbs. A worrt's head features a pair of sensitive cranial palps; two bulbous eyes, yellow in hue; two nostrils; and a large mouth containing a long tongue and strong teeth laced with a venom potent enough to kill a bantha. Worrts lay large amounts of soft eggs, which are harvested for food and used as ingredients in drinks such as Jabba Juice.

Behavior. Worrts feed mostly on insects and rodents. When hungry, a worrt settles into the sand, becoming indistinguishable from a rocky outcropping, and waits for prey to pass. When its victim comes close enough, the worrt throws its tongue out of its mouth and wraps it around the prey. The worrt's tongue then snaps back, throwing the food down its throat.


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
  • 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 success.

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
  • 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 success.

Swallow. The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, 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.

MONSTERS

Wraid

Wraids are large reptilian creatures found on many desert planets around the galaxy, including Tatooine, Korriban, and Tython.

Biology & Appearance. Wraids are pinkish-red in color and have very powerful front legs, enabling them to move quickly when agitated by means of long, bounding strides. They have large claws at the end of their feet and sharp teeth, making them dangerous to the unwary. They also have two small back legs.

Behavior. Wraids are often seen in clusters from two to six members. Generally, they will not harm passersby unless provoked, at which point their danger becomes immediately apparent.

Hunting. Because of their ferocious appearance and short temper, they are a popular quarry of less-experienced big game sport hunters from around the galaxy. When the settlement of Anchorhead was founded, hunting wraids developed into a marketable trade with the opening of hunting lodges and salespeople dealing in wraid skull plates purchased from hunters.

Their skull plates are rumored to have medicinal uses, but the market for them is very specific.




Wraid

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 63 (6d10+33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 17 (+3) 4 (-3) 10 (0) 8 (-1)

  • Skills Athletics +5
  • Senses passive Perception 10
  • Challenge 2 ( XP)

Charge. If the Wraid 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 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Actions

Multiattack. The Wraid makes two attacks, once with its ram and one with its claws.

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 3) bludgeoning damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (2d4+3) kinetic damage.

MONSTERS





























Wyyyschokk

Also known as webweavers, or Kashyyykian giant weavers, Wyyyschokk are arachnids that live in the lower levels of Kashyyyk's "multilayered deathtrap" ecosystem.

Wyyyschokk hold the distinction of being the most dangerous predator on Kashyyyk, signifying them as one of the most dangerous in the galaxy.

Behavior. They are intelligent enough to coordinate ambushes on unsuspecting creatures, and have the tenacity to track their prey for over a kilometer. When attacking, they immobilize their victims with thick strands of web and copious amounts of poisonous fluid from their upraised mandibles.

Range. While most wyyyschokk live deep in the lower levels of the wroshyr forests, some populations can also be found in the Etyyy region where no kilometer-high forests grow, while others live in the ShadowWeave Caverns in the Kkowir Forest.



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).

MONSTERS

Ysalamir

Ysalamiri are furry, lizard-like tree-dwellers about 50cm in length, native to the planet Myrkr, and most known for their ability to create a Force-neutral bubble. This ability evolved in response to predation by the Force-sensitive vornskrs. Many ysalamiri grouped together would expand their Force-neutral bubble by varying distances – sometimes by kilometers.

Ysalamiri sink their claws into the Olbio trees on which they live and draw nutrients. It is very difficult to remove a ysalamir from its tree without killing it, although this has been known to happen. Some few have developed back harness or nutrient frames which allow transport of the ysalamiri and, therefore, their Force repelling bubble.

Ysalamiri do not actually negate the Force; since all existence is infused with Force energy, this would not be possible. Rather, they project a bubble inside which users are unable to exert any influence over the Force. A single bubble measures a few meters in diameter; large groups of ysalamiri could extend their collective bubble by kilometers, but only in great numbers.

Miriskin was a commodity made from ysalamir skin.


Ysalamir

Small beast, unaligned


  • Armor Class 10
  • Hit Points 3 (1d6)
  • Speed 15 ft. climb 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

  • Senses darkvision 30 ft., passive Perception 9
  • Languages
  • Challenge 0 (10 XP)

Force Nulify. The Ysalamir create a 10ft radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each Ysalamir standing inside it.

Actions

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
































Ysalamiri Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 28 (8d6)
  • Speed 15 ft., climb 30 ft.

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

  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small ysalamiri. The swarm can't regain hit points or gain temporary hit points.

Force Nullify. The Swarm of Ysalamiri create a 1080 ft. radius bubble that neutralizes the presence of the force, or a 80 ft. radius bubble if the swarm has half its hit points or fewer.

Actions

Bites. Melee Weapon Attack: +2 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.

MONSTERS

Miscellaneous Beasts

Aryx

Warm-blooded avians that live on Cerea, the species is carnivorous and far taller than the sentient Cereans.


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
  • 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.

Boar-wolf

About 3 meters tall; and having sharp teeth, a humped back, and two tusks; boar-wolves live on Endor's moon.


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
  • Challenge 2 (450 XP)

Charge. If the boar-wolf moves at least 20 ft. toward a target and hits it with a tusk attack on that 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 Ears and Nose. The beast 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.

Clodhopper

Clodhoppers are omnivorous, dim-witted, flightless avians from Naboo that are rarely more than three feet tall. They feed in swarms.


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.

MONSTERS

Eopies

Domesticated, quadruped herbivores native to the planet Tatooine. They often work as transports or beast of burden, though they were often bad-tempered and stubborn.


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

Ponies originated somewhere in the galaxy, and were introduced to the Endor Moon by human scouting parties prior to the Galactic Civil War. The native Ewoks, used them as mounts for hunting on ground level.


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.


Fathier

Fathiers are a species of non-sentient quadrupeds that are often used as mounts. Wealthy inhabitants of Kergans and Cantonica ride them in competition.


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.

MONSTERS

Fyrnock

Fyrnocks were silicon-based creatures found inhabiting Fort Anaxes, a military base used by the Grand Army of the Republic during the Clone Wars. Fyrnocks were hurt by sunlight and could only live under the cover of darkness, in which they became fierce predators. However, they were immune to lights that were not solar-based.


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

Geejaws are inquisitive reptavians native to Endor and known for their wide variety of calls and mimicry. They are small red birds with sharp beaks which they used to build nests. They lay several eggs at a time, with both parents caring for helpless chicks.

Common prey of the temptors and other animals on Endor, geejaws have to build nests high above ground or in hard to reach places.


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.

MONSTERS

Greysor

The Greysor is a four legged, carnivorous primate from the planet of Naboo. It was long used during hunts and birding parties by the Nabooian aristocracy.


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.

Hive Rat

Hive rats were enormous, nearly hairless, rapacious rodents who inhabited the sewers and lowest levels of Coruscant. The mutant rat species was often believed to be the result of ecosystem damage and exposure to sewage, pollution, and reactor radiatio


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).

MONSTERS

Hrumph

The hrumphs were powerful, thick-necked herbivores native to the Gungan swamps of the Mid Rim planet Naboo.

Hrumphs received their name from the loud, deep, guttural sounds they produced. They had four long horns for defense and for the protection of their two long, sensitive ears.


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.

Jakrab

These herbivores would get food and water from plants and shrubs relying on a small nipping beak and a wide, 180-degree vision range for protection from predators like anooba. They had long ears which they used for hearing, heat dissipation, and communication. These ears relayed the creatures' attitude. When alarmed, they would put both ears up; when curious, they would put one ear up and leave the other down; when all was well, they would simply leave both ears down.


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.

MONSTERS

Jubba Bird

Jubba birds are found on the planet Dagobah. They have purple and brown colored skin, with a yellow beak, two wings, a lengthy tail and a pair of spindly legs. Known for their soothing songs, they live in the planet's swamplands, where they use mud scooped from Dragonsnake Bog to make heavy nests that weigh down the trees they are built in.


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.

Kaadu

Kaadu, native to Naboo, travel in herds numbering in the millions. They are amphibious, being able to stay underwater for up to two hours. Kaadu build their nests in muddy swamps and grassy plains, where the females lay between 100 and 250 eggs at a time.



Kaadu

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 13 (2d10+2)
  • Speed 40 ft., swim 30 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 1/8 (25 XP)

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

Actions

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

MONSTERS

Moof

A moof has hoofed feet, a thick hide, and secrets milk. There are individuals who milk moofs, which inspired the term "moof-milker," an insult to a person's intelligence. After recovering the Millennium Falcon, Han Solo used the insult in reference to whoever added a compressor to the ship's hyperdrive; in this case, it was Unkar Plutt, the previous owner of the ship.


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

Motts were a species of non-sentient, horn-nosed herbivores found on the planet of Naboo. They fed off swamp vegetation.

Motts were a species of stubby-legged quadrupeds that measured 1.10 meters at the shoulder. They had skin, sharp claws, small horns on their snouts. They had a high reproduction rate, with 15 young per litter. They were herbivores that fed on swamp vegetation.

Despite being herbivores, some motts could display aggressive behavior. They used their horns for defense, mating disputes, and for rooting in the mud for food

Motts evolved on the planet of Naboo, in the Mid Rim region of the galaxy. Their flesh was consumed by sentients.


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.

MONSTERS

Nerf

Nerfs were a species of furry, non-sentient animals raised for their milk, meat, and hide. They could be found on a variety of planets across the galaxy, from Alderaan to Lothal. Despite their usefulness, nerfs were often regarded as disgusting because of their strong body odor.


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.

Nuna

Nunas, also known as swamp turkeys are diminutive bipeds that live in the swamps of Naboo. These birds cannot fly and are known for their stupidity, but are also adaptable and easy to care for. Nunas have spread across the galaxy, prized for their meat and eggs. They are omnivores, feeding mostly on plants and, on rare occasions, fish. An average nuna can feed a family of four. Nunas are also used as a ball in nuna-ball. When nunas become angry or intimidated, they can inflate their body to a larger size.


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 Resistances 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.

MONSTERS

Rock Wart

Rock warts were orange/brown insect-like crustaceans found on many planets. Their bite delivered a neurotoxin to their victim, which was then used as an incubator for up to twenty eggs.


Rock Wart

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +4
  • Senses blindsight 30 ft., passive Perception 9
  • Languages -
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 1 (1d3-1) kinetic damage, and the target must make a Constitution saving throw (DC 14). On a success, the creature is unaffected by the venom. On a failure, the creature loses 1d6 Strength, then must attempt another save 1 minute (10 rounds) later. If the second save fails, the creature loses an additional 1d6 Strength. If this reduces the creature's Strength to 0 or lower, it dies.

Scurrier

Scurriers are a species of small creatures native to Tatooine. The bipedal runners sport an elongated snout, horn-like appendages, and a pointed tail. They are present in the streets of cities like Mos Eisley and in the vicinity of more isolated settlements like the Lars moisture farm.


Scurrier

Small beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

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

  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

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

Pack Tactics. The scurrier has advantage on an attack roll against a creature if at least one of the scurrier's allies is within 5 feet 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.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) kinetic damage.

MONSTERS

Shaak

Shaaks are a species of non-sentient herbivores that graze on the grasslands of Naboo. Gentle and non-threatening, shaaks are slow movers. They have four legs, brown leathery skin, and their bodies are plump with blubber. Shaaks are unable to swim, due to their size, and so avoid the swamps of Naboo. If infected with the waterborne Blue Shadow Virus, shaaks will die instantly, while members of most other species have 48 hours to live before the virus becomes fatal.


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 Resistances 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.

Sibian Hound

Sibian hounds are a type of hound native to the planet Corellia. A fleet-footed, loud-barking, vicious species, they are often used for attack and hunting, but do not make good pets.


Sibian Hound

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 hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet 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. If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.

MONSTERS

Sketto

Vicious, medium-sized, hematophagous flying reptomammals, skettos dwelled in the caverns of Tatooine. Only emerging when light conditions were at their lowest, these four-winged beasts possessed excellent twilight vision to assist in the consumption of airborne insects. Skettos fell into the reptomammal class, being warm-blooded and giving live birth to a single offspring at a time.

The most horrifying part of a sketto's life was its tendency to swarm with others of its kind to suck the blood of large, sleeping mammals. Their large, frightening teeth helped to puncture the toughest of hides, and legend had it that a sketto swarm could suck a sleeping dewback dry overnight. Despite being a reptomammal, they bled green blood.


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

The Spotlight sloth, or Dagobah swamp sloth, is a large furry mammal covered in a waterproof greenish-brown fur. They are so named because of the blue bioluminescent patches beneath the leathery skin on their hairless chests. These "spotlight" patches, when revealed, are used to induce plants and fungi to unfold and/or burst. The sloth then uses its small paws to quickly stuff food in to its toothless mouth.

The sloths are preyed upon by Dagobah's knobby white spiders. One stab of the spider's venomous stinger can knock out an unlucky sloth.


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.

MONSTERS

Steelpecker

Steelpeckers are a non-sentient species of carrion bird native to the planet Jakku. They have beaks and talons that are tipped with iron; they feed mainly on metal, to which they are drawn by its magnetic signature. To digest the metal they consume, Steelpeckers store vanadium, osmiridium, and corundum in their gizzards. Named for their diet, these birds are useful commodities to scavengers, who collect their carcasses and guano.


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

Stintarils are a speedy, nomadic species of rodent native to Yavin 4, dweling in the jungle canopy. They have sharp teeth and a knobby hairless tail used for balance. These rodents attack in swarms.


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
  • 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.


Stintaril Swarm

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 Resistances energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • 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.

MONSTERS

Tauntaun

Tauntauns are a species of omnivorous reptomammals who are indigenous to the icy planet of Hoth. Tauntauns are commonly used as pack animals by Hoth's denizens. Tauntauns are also used as patrol mounts since they are so well-adapted to the cold.


Tauntaun

Large beast, unaligned


  • Armor Class 9 (natural armor)
  • Hit Points 15 (2d10+4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-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: 5 (1d4+3) kinetic damage.

Tusk Cat

The tusk cat is a fawn-colored feline predator found on Naboo and its moon Rori. Domesticated tusk cats are naturally protective and gentle towards children, and they are often used as mounts for shepherds and the military.


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.

MONSTERS

Twirrl

Twirrls area carnivorous, mammalian falconid species, native to Naboo. The Twirrl prey upon plain-dwelling avians, small rodents, and Naboo's four-legged waterfowl.


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.

Veermok

Veermok are large, ferocious primates native to the swamps and woodlands of Naboo. They hunt Jimvu and young Hrumphs through stealth and surprise, using powerful claws for gouging and grabbing.


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.

Claw. 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.

MONSTERS

Vulptex

Vulptices are a non-sentient species of omnivorous and gregarious canids from the mineral world Crait. They are distinguished by their coats made up of white crystalline bristles. Vulptices have excellent low-light vision and keen senses. They are omnivorous, feeding on tubers and small burrowing mammals they dig out from under Crait's salt crust. According to Doctor Paqin Mesoli, who wrote field notes on the vulptices for the Nupayuni Mining Consortium, these creatures might also be sensitive to magnetic fields.


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.

Whisper Bird

Whisper birds were a species of golden-colored bird native to the moon Yavin 4. The birds lived in the moon's rain forests, silently traveling in flocks and roosting in the massassi trees that grew there. The birds could also be found on Coruscant and Null.


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.

MONSTERS

Woodoo

Woodoo are massive flightless reptavians indigenous to Tatooine. Woodoo are popular game for big game hunters, as their meat was rather tasty and their bones sold well as jewelry.


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
  • 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.

Zalaaca

Zalaacas are swift, intelligent, and fierce omnivores native to the Gungan swamps of Naboo.

Rather little is known about their habits. They seem to dwell primarily in woody uplands, yet are strong swimmers. Narglatch will not attack adult-sized zalaacas.


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.

MONSTERS

Miscellaneous Humanoids

Dark Force-Wielders

The dark side of the Force is a pathway to abilities most would consider... unnatural.



Dark Aspirant

Medium humanoid (any), any dark


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

  • Saving Throws Wis +3, Cha +7
  • Skills Lore +3, Insight +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Devotion. The dark aspirant has advantage on saving throws against being charmed or frightened.

Force Shield. 3/day: When the dark aspirant is hit by an attack, it can use its reaction to shroud itself in Force energy. Until the start of its next turn, it has a +4 bonus to AC.

Forcecasting. The dark aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (Power save DC 15, +4 to hit with force attacks) and it has 24 force points.

The Sith High Apprentice Can use Twinned Power and Heightened Power

The dark aspirant knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward, shock
1st-level: battle meditation, curse, sap vitality, hex, improved feedback
2nd-level: drain vitality, force camouflage
3rd-level: force lightning, choke, horror

Actions

Lightfoil. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) energy damage.




Acolyte

Medium humanoid (any), any alignment


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

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

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

Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 6 force points. The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward
1st-level: cloud mind, slow

Actions

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



Apprentice

Medium humanoid (any), any dark


  • Armor Class 13 (combat suit)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Skills Deception +4, Persuasion +4, Lore +2
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 2 (450 XP)

Devotion. The apprentice has advantage on saving throws against being charmed or frightened.

Forcecasting. The apprentice is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 11, +3 to hit with force attacks) and it has 14 force points. The apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward
1st-level: curse, sap vitality
2nd-level: drain vitality, force camouflage

Actions

Multiattack. The apprentice makes two melee weapon attacks.

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


MONSTERS





Dark Lord

Medium humanoid (any), any dark


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 15 (+2) 20 (+5) 16 (+3)

  • Saving Throws Int +6, Wis +9, Cha +7
  • Skills Lore +6, Insight +13
  • Damage Resistances damage from force powers
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 12 (8,400 XP)

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

Forcecasting. The dark lord is an 18st-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 77 force points. The dark lord knows the following force powers:

At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock
1st-level: battle precognition, force body, hex
2nd-level: battle meditation, darkness, phasewalk
3rd-level: force lightning, force suppression, sever force
4th-level: dominate beast, force immunity, shocking shield
5th-level: improved battle meditation, improved phasewalk, telekinesis
6th-level: force chain lightning, improved force immunity
7th-level: force lightning cone
8th-level: master force immunity
9th-level: force storm

Actions

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






Juggernaut

Medium humanoid (any), any dark


  • Armor Class 21 (heavy durasteel armor, heavy shield)
  • Hit Points 180 (19d8+95)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 12 (+1) 19 (+4) 18 (+4)

  • Saving Throws Str +11, Dex+6, Wis +10, Cha +10
  • Skills Athletics +11
  • Damage Resistances necrotic
  • Condition Immunities exhaustion, frightened
  • Senses passive Perception 13
  • Languages Galactic Basic and one other
  • Challenge 17 (18,000 XP)

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

Forcecasting. The juggernaut is an 19th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 18, +10 to hit with force attacks) and it has 42 force points. The juggernaut knows the following force powers:

At-will: affect mind, denounce, feedback, overcharge sabe, saber ward
1st-level: force jump, improved feedback, sap vitality, wound
2nd-level: darkness, drain vitality, force sight
3rd-level: choke, force scream, sever force
4th-level: dominate beast, force immunity, shroud of darkness
5th-level: greater feedback, improved force scream, steel wind strike

Scornful Rebuke. When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.

Actions

Multiattack. The juggernaut makes three attacks.

Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) energy damage.

Conquering Presence (1/Day). Each creature within 30 feet of the juggernaut must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes frightened of the juggernaut for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.

MONSTERS

Light Force-Wielders

The light side of the Force offers peace and tranquility to those with the wisdom to wield it.





Padawan

Medium humanoid (any), any light


  • Armor Class 11 (14 with battle precognition)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

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

  • Skills Lore +3, Medicine +3, Perception +4
  • Senses passive Perception 14
  • Languages Galactic Basic and two others
  • Challenge 2 (450 XP)

Forcecasting. The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 18 force points. The padawan knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence
1st-level: cloud mind, heal, project, valor
2nd-level: calm emotions, force barrier

Actions

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





Sage

Medium humanoid (any), any universal


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 40 (9d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 12 (+1) 19 (+4) 11 (+0)

  • Saving Throws Int +4, Wis +7
  • Skills Lore +4, Medicine +7
  • Senses passive Perception 13
  • Languages Galactic Basic and two others
  • Challenge 6 (2,300 XP)

Forcecasting. The sage is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and it has 40 force points. The sage knows the following force powers:

At-will: mind trick, saber ward, saber reflect, turbulence
1st-level: breath control, battle precognition, force jump
2nd-level: battle meditation, force confusion, phasewalk
3rd-level: force suppression, sever force, telekinetic gust
4th-level: force immunity, freedom of movement
5th-level: improved battle meditation

Actions

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





Seer

Medium humanoid (any), any light


  • Armor Class 12 (15 with battle precognition)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 13 (+1) 18 (+4) 13 (+1)

  • Saving Throws Wis +6
  • Skills Lore +3, Medicine +6, Persuasion +3
  • Senses passive Perception 14
  • Languages Galactic Basic and two others
  • Challenge 3 (700 XP)

Preserve Life. As an action, the seer can evoke healing energy that can restore 30 hit points to any number of creatures within 30 feet of it, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

Forcecasting. The sage is a 6th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 28 force points. The sage knows the following force powers:

At-will: give life, guidance, spare the dying, turbulence
1st-level: battle precognition, burst of speed, heal, project
2nd-level: force barrier, force enlightenment, stun
3rd-level: knight speed, share life

Actions

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

MONSTERS

Thugs & Security Forces

Various different types of thugs and security forces, appropriate for gangs, simple ruffians, mercenaries, or basic military and peace-keeping forces.



Aqualish Enforcer

Medium humanoid (aqualish), chaotic dark


  • Armor Class 16 (durasteel armor)
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

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

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Aqualish and one other
  • Challenge 4 (1,100 XP)

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

Fury. The aqualish deals an extra 4 (ld8) damage when it hits with a melee weapon attack (included in the attack).

Actions

Multiattack. The aqualish makes two weapon attacks.

Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (1d12+4+1d8) kinetic damage.

Slugthrower. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage.

Burst. The aqualish sprays a 10-foot-cube area within normal range of its slugthrower with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

Battle Cry (1/Day). Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.

MONSTERS


Assassin

Medium humanoid (any), any alignment


  • Armor Class 15 (heavy combat suit)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Dex +7, Int +5
  • Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11
  • Damage Resistances Poison
  • Senses passive Perception 14
  • Languages Galactic Basic and one other
  • Challenge 8 (3,900 XP)

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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

Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Actions

Multiattack. The assassin makes two weapon attacks.

Hidden blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) kinetic damage.

Hold-out. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage.




Berserker

Medium humanoid (any), any chaotic alignment


  • Armor Class 13 (heavy combat suit)
  • Hit Points 67 (9d8+27)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 2 (450 XP)

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

Actions

Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) kinetic damage.




Captain

Medium humanoid (any), any alignment


  • Armor Class 20 (powered durasteel armor, heavy shield)
  • Hit Points 97 (6d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+2) 15 (+2) 11 (+0) 15 (+2)

  • Saving Throws Int +5, Wis +3, Cha +5
  • Skills Athletics +5, Persuasion +5
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Martial Advantage. Once per turn, the captain can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated.

Actions

Multiattack. The mercenary makes three weapon attacks.

Hold-out. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, the captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Reactions

Parry. The captain adds 3 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

MONSTERS


Combat Engineer

Medium humanoid (any), unaligned


  • Armor Class 13 (heavy combat suit)
  • Hit Points 45(7d8 + 14)
  • Speed 30 ft.

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

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

Tactical Technology. When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Technological Advantage. Once per turn, the engineer can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the engineer and that ally isn't incapacitated.

Tech-Casting. The engineer is a 7th-level tech-caster. Its tech-casting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 31 tech points. The engineer knows the following tech powers:

At-will: acid splash, jet of flame, cryogenic burst, electroshock
1st-level: smoke cloud, homing rockets, overload
2nd-level: magnetic field, acid dart, scorching ray
3rd-level: explosion, tactical advantage, kolto cloud
4th-level: cryogenic storm

Actions

Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) kinetic damage if used with two hands.

Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d4+1) energy damage.




Combat Engineer, Junior

Medium humanoid, unaligned


  • Armor Class 12 (combat suit)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

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

  • Skills Technology +4
  • Senses Passive Perception 10
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Techcasting. The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following force powers:

At-will: electro shock, encrypted message, rime shot
1st-level: energy shield, homing rockets, repair droid, smoke cloud
2nd-level: acid dart, magnetic field

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.




Explosives Specialist

Medium humanoid, unaligned


  • Armor Class 16 (battle armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

  • Skills Perception +3, Technology +5
  • Damage Resistances fire
  • Senses Passive Perception 13
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

Techcasting. The junior engineer is a 6th-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 27 tech points. The junior engineer knows the following force powers:

At-will: combustive shot, electro shock, encrypted message 1st-level: absorb energy, energy shield, oil slick, smoke cloud
2nd-level: overheat, release, scorching ray
3rd-level: explosion, sabotage charges

Actions

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

Breaching Charge. After spending at least 30 seconds setting the charge, the engineer may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the engineer has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 13 Dexterity saving throw. A creature takes 3d6 fire damage and 3d6 kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

MONSTERS


Field Medic

Medium humanoid, unaligned


  • Armor Class 14 (heavy combat suit, light shield)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

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

  • Skills Perception +3, Medicine +3
  • Senses Passive Perception 13
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

Triage. Any friendly creature reduced to 0 HP within 15 feet of the field medic is automatically considered to be alive and stabilized.

Techcasting. The field medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (power save DC 12, +4 to hit with tech attacks) and it has 14 tech points. The junior engineer knows the following force powers:

At-will: acid splash, temporary boost, warding shot
1st-level: element of surprise, kolto pack, poison dart
2nd-level: paralyze humanoid, toxin purge, shared shielding

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.





Gladiator

Medium humanoid (any), chaotic dark


  • Armor Class 16 (combat suit, heavy shield)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

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

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 5 (1,800 XP)

Brave. The gladiator has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions

Multiattack. The gladiator makes two vibroblade attacks and one shield bash.

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

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.





Scout

Medium humanoid (any), any alignment


  • Armor Class 13 (combat suit)
  • Hit Points 16 (3d8+3)
  • Speed 30 ft.

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

  • Skills Nature +3, Perception +3, Stealth +4, Survival +3
  • Senses passive Perception 13
  • Languages Galactic Basic and one other
  • Challenge 1/2 (100 XP)

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

Actions

Multiattack. The scout makes two weapon attacks.

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

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

MONSTERS


Security Officer

Medium humanoid, neutral dark side


  • Armor Class 14 (battle armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

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

  • Skills Intimidation +3
  • Senses passive Perception 9
  • Languages Basic, Huttese
  • Challenge 1/2 (100 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one target. Hit: 6 (1d8+2) energy damage

Vibrobaton. *Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (2d4+2) kinetic damage.





Soldier

Medium humanoid (any), any alignment


  • Armor Class 15 (light battle armor, light shield generator)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

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

  • Skills Athletics +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6+1) energy damage

Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) kinetic damage, or 6 (1d10+1) kinetic damage if used with two hands.





Sergeant

Medium humanoid (any), any alignment


  • Armor Class 16 (durasteel armor)
  • Hit Points 39 (6d8+12)
  • Speed 30 ft.

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

  • Skills Athletics +3, Persuasion +3
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 3 (700 XP)

Martial Advantage. Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.

Actions

Multiattack. The sergeant makes two weapon attacks.

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

Vibrosword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d12+1) kinetic damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the sergeant 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 sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.

MONSTERS


Spy

Medium humanoid (any), any alignment


  • Armor Class 12 (unarmored)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

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

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The spy 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 spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two weapon attacks.

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

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



Thug

Medium humanoid (any), any alignment


  • Armor Class 12 (heavy combat suit)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

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

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

Actions

Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4+1) kinetic damage

Vibromace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) kinetic damage.

Burst. The thug sprays a 10-foot-cube area within normal range of its shotgun. Each creature in the area must make a DC 11 Dexterity saving throw, taking normal weapon damage on a failed save.

MONSTERS

Appendix A: Sorted Alphabetically

Name CR Page
74-Z Speeder Bike 2 62
AAT 13 67
Acklay, Adolescent 5 10
Acklay, Adult 8 10
Acolyte 0.25 184
Aiwha 3 11
Anooba 1 12
Apprentice 2 184
Aqualish Enforcer 4 187
Aryx 0.25 168
Assassin 8 188
AT-AT 19 63
AT-RT 4 64
AT-ST 11 65
AT-TE 18 66
Auto-Turret 0.5 152
Avatar of Abeloth 21 8
Awakened Carnivorous Plant 1 19
Awakened Shrub 0 18
Awakened Tree 2 18
Awakened Vines 2 19
B'omarr Brain Walker 3 30
B'omarr Monk Initiate 0.125 30
B1 Battle Droid 0.125 21
B1-X Battle Droid 0.5 22
B2 Super Battle Droid 1 22
B2-HA Super Battle Droid 4 23
Bantha, Adolescent 4 20
Bantha, Adult 6 20
Battle Hydra 9 27
BB Series Astromech 0.125 16
Berserker 2 188
Blurrg 2 28
Boar-Wolf 2 168
Bogwing, Greater 1 29
Bogwing, Lesser 0.125 29
Bor Gullet 13 31
Brain Worm 2 32
BT-1 Assassin Droid 9 13
BX Commando Droid 2 23
BX-5C Commando Droid 5 24
C1 Series Astromech 0.125 17
Cantina Brawl 3 33
Captain 6 188
Clodhopper 0.25 168
Combat Engineer 4 189
Name CR Page
Combat Engineer, Junior 1 189
Condor Dragon 3 34
Dark Aspirant 6 184
Dark Lord 12 185
Dark Lord Spirit 24 38
Dark Side Spirit 5 37
Death Trooper 6 39
Destroyer Droid 7 24
Dewback, Adolescent 1 40
Dewback, Adult 2 40
Dianoga, Adolescent 2 42
Dianoga, Adult 5 42
Dragonsnake 8 43
DRK-1 Tracker Droid 0 143
DSD1 Dwarf Spider Droid 2 25
Energy Spider 0.5 47
Eopie 0.125 169
Ewok Pony 0.125 169
Exogorth, Adolescent 11 49
Exogorth, Adult 15 49
Explosives Expert 3 189
Fambaa 3 50
Fambaa Howdah 5 50
Fathier 0.5 169
Fexian Skullborer 3 51
Field Medic 1 190
Flesh Raider 0.125 52
Flesh Raider Apprentice 2 53
Flesh Raider Berserker 1 53
Flutterplume 0 54
Force Storm Eye 23 55
Fyrnock 0.5 170
Gamorrean Guard 2 72
Geejaw 0 170
GH-7 Medical Analysis Unit 0 144
Ghest 6 73
Gizka 0 74
Gizka Swarm 0.25 74
Gladiator 5 190
Gonk Droid 0 116
Gonk Droid, Weaponized 0.125 116
Gorax 6 75
Grand Admiral 20 71
Greysor 0.125 171
Gundark Alpha 9 77
Gundark Matriarch 4 77
Name CR Page
Gundark, Adolescent 0.5 76
Gundark, Adult 2 77
Gutkurr 4 78
Hawk-bat 0.25 79
Hawk-bat Swarm 2 79
Hidden Turret 0.25 152
Hive Rat 0.25 171
HK-47 Assassin Droid 8 14
Horned Kath Hound 2 95
Hrumph 2 172
Hssiss 7 80
Hyena-Class Bomber 6 44
ID9 Seeker Droid 0 146
IG-227 Hailfire Droid 14 46
IG-86 Assassin Droid 3 15
IG-88 Assassin Droid 10 15
Inquisitor Knight 4 84
Inquisitor Master 8 84
Inquisitor, Grand 14 83
ISB Infiltrator 3 82
ISB Officer 3 82
IT-0 Interrog. Unit 0.25 82
Jakrab 0 172
Jawa Scrapper 0.5 86
Jawa Shaman 2 87
Jawa Tinkerer 0.5 86
Jubba Bird 0.25 173
Juggernaut 17 185
Junk Behemoth 1 88
Junk Droid 0.25 88
K'Lor'Slug 0.25 96
Kaadu 0.125 173
Katarn 2 94
Kath Hound 0.5 95
Khagan, Cyborg 10 93
Knobby White Spider 5 97
Knobby White Spiderling 1 97
Kolkpravis Baatar 4 90
Kolkpravis Blackarm 2 90
Kolkpravis Khagan 9 92
Kolkpravis Khan 6 91
Kolkpravis Tarkhan 3 89
Kolkpravis Warrior 1 89
Krayt Dragon, Adult 17 100
Krayt Dragon, Greater 23 101
Krayt Dragon, Juvenile 9 99
APPENDIX A: SORTED ALPHABETICALLY

Appendix A: Sorted Alphabetically

Name CR Page
Legendary T'Doshok Hunter 14 150
Lylek 7 102
Maalraas 2 103
Magnaguard Sentinel 4 26
Manifestation of Abeloth 26 9
Marksman-H Remote 0 143
Massiff 1 104
Mistryl Apprentice 3 105
Mob 5 36
Mole Serpent, Adult 10 107
Monkey-Lizard 0 98
Monkey-Lizard Swarm 0.5 98
Moof 2 174
Mott 2 174
Mucous Salamander 2 108
Mynock 0.125 109
Mynock Swarm 2 109
Mystryl Master 5 106
Mystryl Prime 8 106
Narglatch 3 110
Navy Pilot 0.25 70
Navy Trooper 0.5 70
Nerf 2 175
Nexu, Adult Forest 5 111
Nuna 0.25 175
Officer, Junior 0.5 69
Officer, Senior 3 70
Opee Sea Killer 5 112
Orbalisk 1 113
Orbalisk Swarm 3 113
Padawan 2 186
Pelko Bug 0 114
Pelko Bugs Swarm 3 114
Pistoeka Sabotage Droid 0 144
Pit Droid 0 145
Porg 0 115
Porg Swarm 0.25 115
Probe Droid, Sith 0 117
Probe Droid, Viper 1 118
Protocol Droid, 0-0-0 Series 2 120
Protocol Droid, 3P0 Series 0 119
Protocol Droid, LOM Series 2 120
R2 Series Astromech 0.125 17
Rakghoul 1 121
Rakghoul, Hulking 5 122
Rancor, Adolescent 8 124
Name CR Page
Rancor, Adult 12 123
Rancor, Ancient 19 124
Rancor, Juvenile 2 123
Rathar 9 126
Rathtar, Dwarf 5 126
Reek, Adolescent 2 127
Reek, Adult 7 127
Riot 10 36
Rock Wart 0.125 176
Ronto 4 129
Sage 6 186
Sando Aqua Monster 25 131
Sarlacc, Adult 21 133
Scout 0.5 191
Scrange 7 134
Scurrier 0.25 176
Security Droid, JK-13 9 135
Security Officer 0.5 192
Seer 3 186
Sergeant 3 192
Shaak 0.125 177
Shyrack 0 136
Shyrack Swarm 1 136
Sibian Hound 0.25 177
Sketto 0.25 178
Soldier 0.5 192
Spotlight Sloth 2 178
Spy 1 193
Squad of Troopers 5 57
Starweird 4 137
Steelpecker 0.125 179
Steep 2 138
Stintaril 0 179
Stintaril Swarm 0.25 179
Super Tactical Droid 15 141
Swamp Slug 14 139
T-Series Tactical Droid 2 140
T3-Series Utility Droid 0.125 128
Tauntaun 0.125 180
Terentatek 9 142
Thug 0.125 193
Trandoshan Elite Warrior 6 149
Trandoshan Hunter 3 148
Trandoshan Huntmaster 7 147
Trandoshan Warrior 2 148
Trooper 0.5 57
Name CR Page
Trooper Captain 4 57
Trooper, Demolitions 0.5 58
Trooper, Flame 2 58
Trooper, Headhunter 2 58
Trooper, Heavy 3 59
Trooper, Jetpack 2 59
Trooper, Mounted 2 61
Trooper, Purge 3 85
Trooper, Scout 0.5 60
Trooper, Shore 1 60
Trooper, Sniper 0.5 60
Tuk'ata 2 151
Tusk Cat 2 180
Tusken Brute 2 154
Tusken Chieftain 4 153
Tusken Raider 0.5 154
Twirrl 0.5 181
TX-225A Occupier Tank 6 68
Uprising 15 36
Varactyl, Adolescent 0.25 155
Varactyl, Adult 0.5 155
Veermok 2 181
Vesuvague Tree 7 156
Vornskr 1 157
Voxyn 15 158
Vulptex 0.125 182
Vulture-Class Droid 3 45
Wampa, Cliff 5 159
Wampa, Snow 3 159
Wampa, Swamp 4 159
War Wyrm 20 160
Whisper Bird 0 182
Womp Rat, Beggar's Canyon 0.25 161
Womp Rat, Jundland Wastes 0.5 161
Woodoo 3 183
Wookie Berserker 1 163
Wookie Engineer 4 162
Wookie Hunter 6 163
Worrt 2 164
Worrt, Giant 4 164
Wraid 2 165
Wyyyschokk 4 166
Ysalamir 0 167
Ysalamiri Swarm 0.5 167
Z-58 Security Droid 0 146
Zalaaca 2 183
APPENDIX A: SORTED ALPHABETICALLY

Appendix B: Sorted by Challenge Rating

Name CR Page
Awakened Shrub 0 18
DRK-1 Tracker Droid 0 143
Flutterplume 0 54
Geejaw 0 170
GH-7 Medical Analysis Unit 0 144
Gizka 0 74
Gonk Droid 0 116
ID9 Seeker Droid 0 146
Jakrab 0 172
Marksman-H Remote 0 143
Monkey-Lizard 0 98
Pelko Bug 0 114
Pistoeka Sabotage Droid 0 144
Pit Droid 0 145
Porg 0 115
Probe Droid, Sith 0 117
Protocol Droid, 3P0 Series 0 119
Shyrack 0 136
Stintaril 0 179
Whisper Bird 0 182
Ysalamir 0 167
Z-58 Security Droid 0 146
B'omarr Monk Initiate 0.125 30
B1 Battle Droid 0.125 21
BB Series Astromech 0.125 16
Bogwing, Lesser 0.125 29
C1 Series Astromech 0.125 17
Eopie 0.125 169
Ewok Pony 0.125 169
Flesh Raider 0.125 52
Gonk Droid, Weaponized 0.125 116
Greysor 0.125 171
Kaadu 0.125 173
Mynock 0.125 109
R2 Series Astromech 0.125 17
Rock Wart 0.125 176
Shaak 0.125 177
Steelpecker 0.125 179
T3-Series Utility Droid 0.125 128
Tauntaun 0.125 180
Thug 0.125 193
Vulptex 0.125 182
Acolyte 0.25 184
Aryx 0.25 168
Clodhopper 0.25 168
Gizka Swarm 0.25 74
Name CR Page
Hawk-bat 0.25 79
Hidden Turret 0.25 152
Hive Rat 0.25 171
IT-0 Interrog. Unit 0.25 82
Jubba Bird 0.25 173
Junk Droid 0.25 88
K'Lor'Slug 0.25 96
Navy Pilot 0.25 70
Nuna 0.25 175
Porg Swarm 0.25 115
Scurrier 0.25 176
Sibian Hound 0.25 177
Sketto 0.25 178
Stintaril Swarm 0.25 179
Varactyl, Adolescent 0.25 155
Womp Rat, Beggar's Canyon 0.25 161
Auto-Turret 0.5 152
B1-X Battle Droid 0.5 22
Energy Spider 0.5 47
Fathier 0.5 169
Fyrnock 0.5 170
Gundark, Adolescent 0.5 76
Jawa Scrapper 0.5 86
Jawa Tinkerer 0.5 86
Kath Hound 0.5 95
Monkey-Lizard Swarm 0.5 98
Navy Trooper 0.5 70
Officer, Junior 0.5 69
Scout 0.5 191
Security Officer 0.5 192
Soldier 0.5 192
Trooper 0.5 57
Trooper, Demolitions 0.5 58
Trooper, Scout 0.5 60
Trooper, Sniper 0.5 60
Tusken Raider 0.5 154
Twirrl 0.5 181
Varactyl, Adult 0.5 155
Womp Rat, Jundland Wastes 0.5 161
Ysalamiri Swarm 0.5 167
Anooba 1 12
Awakened Carnivorous Plant 1 19
B2 Super Battle Droid 1 22
Bogwing, Greater 1 29
Combat Engineer, Junior 1 189
Dewback, Adolescent 1 40
Name CR Page
Field Medic 1 190
Flesh Raider Berserker 1 53
Junk Behemoth 1 88
Knobby White Spiderling 1 97
Kolkpravis Warrior 1 89
Massiff 1 104
Orbalisk 1 113
Probe Droid, Viper 1 118
Rakghoul 1 121
Shyrack Swarm 1 136
Spy 1 193
Trooper, Shore 1 60
Vornskr 1 157
Wookie Berserker 1 163
74-Z Speeder Bike 2 62
Apprentice 2 184
Awakened Tree 2 18
Awakened Vines 2 19
Berserker 2 188
Blurrg 2 28
Boar-Wolf 2 168
Brain Worm 2 32
BX Commando Droid 2 23
Dewback, Adult 2 40
Dianoga, Adolescent 2 42
DSD1 Dwarf Spider Droid 2 25
Flesh Raider Apprentice 2 53
Gamorrean Guard 2 72
Gundark, Adult 2 77
Hawk-bat Swarm 2 79
Horned Kath Hound 2 95
Hrumph 2 172
Jawa Shaman 2 87
Katarn 2 94
Kolkpravis Blackarm 2 90
Maalraas 2 103
Moof 2 174
Mott 2 174
Mucous Salamander 2 108
Mynock Swarm 2 109
Nerf 2 175
Padawan 2 186
Protocol Droid, 0-0-0 Series 2 120
Protocol Droid, LOM Series 2 120
Rancor, Juvenile 2 123
Reek, Adolescent 2 127
APPENDIX B: SORTED BY CHALLENGE RATING

Appendix B: Sorted by Challenge Rating

Name CR Page
Spotlight Sloth 2 178
Steep 2 138
T-Series Tactical Droid 2 140
Trandoshan Warrior 2 148
Trooper, Flame 2 58
Trooper, Headhunter 2 58
Trooper, Jetpack 2 59
Trooper, Mounted 2 61
Tuk'ata 2 151
Tusk Cat 2 180
Tusken Brute 2 154
Veermok 2 181
Worrt 2 164
Wraid 2 165
Zalaaca 2 183
Aiwha 3 11
B'omarr Brain Walker 3 30
Cantina Brawl 3 33
Condor Dragon 3 34
Explosives Expert 3 189
Fambaa 3 50
Fexian Skullborer 3 51
IG-86 Assassin Droid 3 15
ISB Infiltrator 3 82
ISB Officer 3 82
Kolkpravis Tarkhan 3 89
Mistryl Apprentice 3 105
Narglatch 3 110
Officer, Senior 3 70
Orbalisk Swarm 3 113
Pelko Bugs Swarm 3 114
Seer 3 186
Sergeant 3 192
Trandoshan Hunter 3 148
Trooper, Heavy 3 59
Trooper, Purge 3 85
Vulture-Class Droid 3 45
Wampa, Snow 3 159
Woodoo 3 183
Aqualish Enforcer 4 187
AT-RT 4 64
B2-HA Super Battle Droid 4 23
Bantha, Adolescent 4 20
Combat Engineer 4 189
Gundark Matriarch 4 77
Gutkurr 4 78
Name CR Page
Inquisitor Knight 4 84
Kolkpravis Baatar 4 90
Magnaguard Sentinel 4 26
Ronto 4 129
Starweird 4 137
Trooper Captain 4 57
Tusken Chieftain 4 153
Wampa, Swamp 4 159
Wookie Engineer 4 162
Worrt, Giant 4 164
Wyyyschokk 4 166
Acklay, Adolescent 5 10
BX-5C Commando Droid 5 24
Dark Side Spirit 5 37
Dianoga, Adult 5 42
Fambaa Howdah 5 50
Gladiator 5 190
Knobby White Spider 5 97
Mob 5 36
Mystryl Master 5 106
Nexu, Adult Forest 5 111
Opee Sea Killer 5 112
Rakghoul, Hulking 5 122
Rathtar, Dwarf 5 126
Squad of Troopers 5 57
Wampa, Cliff 5 159
Bantha, Adult 6 20
Captain 6 188
Dark Aspirant 6 184
Death Trooper 6 39
Ghest 6 73
Gorax 6 75
Hyena-Class Bomber 6 44
Kolkpravis Khan 6 91
Sage 6 186
Trandoshan Elite Warrior 6 149
TX-225A Occupier Tank 6 68
Wookie Hunter 6 163
Destroyer Droid 7 24
Hssiss 7 80
Lylek 7 102
Reek, Adult 7 127
Scrange 7 134
Trandoshan Huntmaster 7 147
Vesuvague Tree 7 156
Acklay, Adult 8 10
Name CR Page
Assassin 8 188
Dragonsnake 8 43
HK-47 Assassin Droid 8 14
Inquisitor Master 8 84
Mystryl Prime 8 106
Rancor, Adolescent 8 124
Battle Hydra 9 27
BT-1 Assassin Droid 9 13
Gundark Alpha 9 77
Kolkpravis Khagan 9 92
Krayt Dragon, Juvenile 9 99
Rathar 9 126
Security Droid, JK-13 9 135
Terentatek 9 142
IG-88 Assassin Droid 10 15
Khagan, Cyborg 10 93
Mole Serpent, Adult 10 107
Riot 10 36
AT-ST 11 65
Exogorth, Adolescent 11 49
Dark Lord 12 185
Rancor, Adult 12 123
AAT 13 67
Bor Gullet 13 31
IG-227 Hailfire Droid 14 46
Inquisitor, Grand 14 83
Legendary T'Doshok Hunter 14 150
Swamp Slug 14 139
Exogorth, Adult 15 49
Super Tactical Droid 15 141
Uprising 15 36
Voxyn 15 158
Juggernaut 17 185
Krayt Dragon, Adult 17 100
AT-TE 18 66
AT-AT 19 63
Rancor, Ancient 19 124
Grand Admiral 20 71
War Wyrm 20 160
Avatar of Abeloth 21 8
Sarlacc, Adult 21 133
Force Storm Eye 23 55
Krayt Dragon, Greater 23 101
Dark Lord Spirit 24 38
Sando Aqua Monster 25 131
Manifestation of Abeloth 26 9
APPENDIX B: SORTED BY CHALLENGE RATING