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Legobis's Villain Codex
\pagebreak # Legobis's Villain Codex
## Credits: I've done most general layout work using Galiphile's template for SW5E, along with descriptions (usually, mostly from Wookipedia) and all Lair information. The specific monster blocks were created by those listed below (sometimes with modifications from me, and usually with collaboration on the discord). If I've missed anyone or gotten something wrong, please let me know. I'll keep this page updated even as things move into the official Scum & Villainy guide.
**Aeryn** - | | | | |:---:|:---:|:---:| |Voxyn|AAT|Imperial Knights|
**Aziz** - | | | | | | | |:---:|:---:|:---:|:---:|:---:|:---:| |Combat Engineer|Droid Tank|DSD1 Spider Droid|Junk Droids|Super Tactical Droid|Repair Droid| |Sith Necromancer|Sith Zombies|War Wyrm|
**BaelishPasta** - | | | | | | | |:---:|:---:|:---:|:---:|:---:|:---:| |Anooba|Wampas|Orbalisk|Mynock|Shyracks|Ysalimir| |Hssiss|Krayt Dragons|Kaleesh|Tuk'ata|Terentatek|Wraid| |Pelko Bugs|K'lor'slug|Ronto|Imperial Guards|Knobby White Spider|Lylek|
**cascadecascade** - | | |:---:| |Legendary Mandalorian|
**Dangerous Video** - | | |:---:| |MagnaGuard Sentinel|
**Drake Ryzer** - | | |:---:| |Mandalorians|
**Fordragon** - | | |:---:| |Flutterplume| \columnbreak
**fynikz** - | | | | | | |:---:|:---:|:---:|:---:|:---:| |Officer, Junior|Officer, Senior|Combat Engineer, Junior|Explosives Expert|Field Medic|
**Galiphile** - | | | | | | | |:---:|:---:|:---:|:---:|:---:|:---:| |Acklays|Banthas|Dewbacks|Trooper|Trooper Captain|Demolitions Trooper| |Flame Trooper|Headhunter Trooper|Heavy Trooper|Jetpack Trooper|Scout Trooper|Vehicles| |Probe Droids|3PO Series Droid|Kaadu|Reeks|Rancors|C1-Series Astromech| |Porgs|Kowakian Monkey-Lizard|Varactyls|Destroyer Droids|HK-47|IG Assassin Droids| |Gundark Alpha|Most of Appendix B|B-1 Droids|B-2 Droids|BX Droids|Tusken Raiders|
**Hawk1113** - | | |:---:| |Cyborg Khagan|
**illegalman** - | | | | |:---:|:---:|:---:| |Sith Mastermind|Sith Cyborg|Yuuzhan Vong|
**Jahn Wang** - | | |:---:| |Gonk Droids|
**Jawa** - | | |:---:| |Trandoshans| \pagebreakNum **legobis** - | | | | | | | |:---:|:---:|:---:|:---:|:---:|:---:| |Abeloth|Awakened Plants|BT-1|BB-Series Astromech|R2-Series Astromech|Cantina Brawl| |Crowd|Dark Force Spirit|Death Troopers|Adolescent Dianoga|Droid Star Fighters|Emperor's Hand| |Exogorth|Force Storm|Squad of Troopers|Shore Trooper|Sniper Trooper|Mounted Troopers| |AT-TE|TX-225A Occupier Tank|Grand Admiral|Imperial Security Bureau|Inquisitorious|Jawas| |Jedi Ronin|Mole Serpent|Mistryl Shadow Guards|3PO with 000 Protocol|Re-Programmed LOM|Dwarf Rathtar| |Sando Aqua Monster|Sarlacc|Security Droids|Sith Blademaster|Sith Duelist|Tracker Droids| |Vesuvague Tree|Womp Rats|Wookiees|Swarm of Ysalimiri|
**nate_ndo** - | | | | | | | |:---:|:---:|:---:|:---:|:---:|:---:| |Aiwha|Aryx|Battle Hydra|Blurrg|Boar Wolf| |Bog Wings|Bor Gullet|Clod Hopper|Condor Dragon|Adult Dianoga|Dragonsnake|Rathtar| |Eopies|Ewok Ponies|Energy Spiders|Fambaa|Fathier|Fexian Skullborer| |Fyrnock|Geejaw|Ghest|Gizka|Gorax|Gundarks| |Gutkurr|Hawk-bat|Vornskr|Worrt|Wyyyschokk|
**Noxlux013** - | | | | | |:---:|:---:|:---:|:---:| |B'omarr Monks|Rock Wart|Scurrier|Security Officer|
**Ramz-E** - | | | |:---:|:---:| |Flesh Raiders|Dark Aspirant|
**Saintdane** - | | |:---:| |T-Series Tactical Droid|
**zheadings** - | | | |:---:|:---:| |Brain Worm|Gamorrean Guard| \pagebreakNum
## Emperor's Hand An Emperor's Hand, or Hand of the Emperor, is a Force-sensitive operative recruited, trained, and employed by Emperor Palpatine to perform missions that are impossible, secret, or both. ***Use.*** During his reign, Palpatine uses the Emperor's Hands to kill enemies where his more obvious tools, like Darth Vader or the Imperial Navy would be ineffective, too public, or inappropriate. Common targets include rogue governors, traitorous commanders, rebellious leaders, or other internal or external concerns. The Hands are considered the best assassins of their day. ***Selection.*** Often targeted at infancy, potential Emperor's Hands are tracked with keen interest by Palpatine until they reach maturity and impress him. Some begin as thieves, some as warriors, some as assassins, some as entertainers, but each manages to demonstrate their resourcefulness, skills and loyalty without incurring his wrath. ***Training.*** After selection, an Emperor's Hand goes through comprehensive training in varied combat techniques, intelligence gathering and assassination. Each Hand operates independently and is often under the false impression that he or she is the only Emperor's Hand. During training, Palpatine cultivates the Hand's latent Force abilities, but avoids providing Jedi or Sith training. Thus, Hands who do not have any Force training prior to their training are not expressly dark side users. The most important of their abilities is a direct telepathic connection to Palpatine that allows them to communicate across the galaxy. >*"Though I was seen at court, very few thought I was more than a bauble kept about to add something to the cityscape. What my master wished done was what I did. No questions. No regrets. Total devotion to duty. Those who guessed I was more to the Emperor learned to fear that I might be turned on them someday."* > >―Mara Jade \columnbreak
***Operations.*** Once given the title of Emperor's Hand, the agent is granted almost unlimited access and authority to accomplish their missions. Without naming themselves as physical manifestations of the Emperor's will, Emperor's Hands can take command of military units, starships or weapons as necessary. To preserve their effectiveness, only the highest echelons of the Imperial command structure are aware of the Hands' existence. The methodology varies by agent and mission, with styles ranging from silent sniper strikes to destructive rampages. Regardless of their method, each Hand operates as a ghost; striking and vanishing, which elevates them to near mythic levels amongst those who dare cross the Emperor. ***Psychology.*** Unaware, unconvinced, or unconcerned of the Emperor's malicious intentions, the Hands perform their missions out of sheer loyalty to Palpatine. They view their killing as a way of defending the citizens of the Empire from its most dangerous enemies, although in many cases their targets are political enemies, rather than rogue commanders or governors. Many, if not all, of the Hands are under the impression that they alone hold their particular position, and thus believed their relationship with the Emperor to be a special one. As a result of their extreme loyalty, and mental connection established through the Force, many Hands would be deeply affected by his death.
>*"I was his hand, Skywalker. That's how I was known to his inner court: as the Emperor's Hand. I served him all over the galaxy, doing jobs the Imperial Fleet and stormtroopers couldn't handle. That was my one great talent, you see ― I could hear his call from anywhere in the Empire, and report back to him the same way. I exposed traitors for him, brought down his enemies, helped him keep the kind of control over the mindless bureaucracies that he needed. I had prestige, and power, and respect."* > >―Mara Jade
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>*"Who were my targets? You name 'em. Ambitious planetary governers, greedy crime lords, disloyal officers. Did I believe they were threats to the general public? Most of them. Did I ever feel sorry for them? Emotions were never part of the job.* > >―Mara Jade Skywalker, in a recording to Tionne Solusar
___ ___ > ## Emperor's Hand >*Medium human, unaligned* > ___ > - **Armor Class** 19 (heavy combat suit and medium shield generator) or 21 (knight speed) > - **Hit Points** 238 (28d8 + 112) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)| 20 (+5)|18 (+4)|14 (+2)| 18 (+4)| 18 (+4)| >___ > - **Saving Throws** Dex +10, Con +9, Int +7 > - **Skills** Acrobatics +10, Athletics +6, Deception +9, Insight +9, Perception +9, Sleight of Hand +10, Stealth +10 > - **Senses** passive Perception 19 > - **Challenge** 16 (15,000 XP) > ___ > ***Assassinate.*** During her first turn, the Emperor's Hand has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Emperor's Hand scores against a surprised creature is a critical hit. > > ***Cunning Action.*** On each of her turns, she can use a bonus action to take the Dash, Disengage, or Hide action. > >***Legendary Resistance (3/day).*** If the Emperor's Hand fails a saving throw, it can choose to succeed instead. > >***Sneak Attack (1/turn).*** The Emperor's Hand deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Emperor's Hand that isn't incapacitated and the Emperor's Hand doesn't have disadvantage on the attack roll. > > ***Tech Casting.*** The Emperor's Hand is a 5th level tech caster (tech save DC 15, +7 to hit with power attacks, 22 tech points). The Emperor's Hand knows the following powers. > >At Will: *light, poison spray, venomous strike* > >1st Level: *alarm, holographic disguise, poison dart, tranquilizer* > >2nd Level: *darkvision, infiltrate, paralyze humanoid, smuggle, truth serum* > >3rd Level: *invisibility to cameras, tech override* > > ***Force Casting.*** The Emperor's Hand is a 5th level force caster (force save DC 17, +9 to hit with power attacks, 24 force points). The Emperor's Hand knows the following powers. > >At Will: *affect mind, force disarm, mind trick* > >1st Level: *breath control, force body, force jump, sense emotion, slow descent* > >2nd Level: *coerce mind, dark shear, force confusion* > >3rd Level: *knight speed, force repulse* > ### Actions > ***Multiattack.*** The Emperor's Hand makes three melee weapon attacks or three ranged weapon attacks. > > ***Lightfoil.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) energy damage. > > ***Heavy Pistol.*** *Ranged Weapon Attack:* +10 to hit, range 40/160 ft., one target. *Hit:* 9 (1d8 + 5) energy damage. >___ >### Reactions >***Uncanny Dodge.*** The Emperor's Hand halves the damage that she takes from an attack that hits her. The Emperor's Hand must be able to see the attacker. >___ > ### Legendary Actions >Emperor's Hand 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. Emperor's Hand regains spent legendary actions at the start of its turn. > > **Move.** Emperor's Hand can move up to its speed without provoking opportunity attacks. > > **Casting.** Emperor's Hand can cast an at-will power. > > **Lightfoil** Emperor's Hand makes one Lightfoil attack.
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## Imperial Guardians The Galactic Empire, also known as the Old Empire, the First Galactic Empire, Palpatine's New Order, the Imperium or simply the Empire, is the galactic government established by Supreme Chancellor Palpatine to replace the Galactic Republic in 19 BBY and bring Sith rule to the galaxy. The government personnel of this new Empire are protected by some of its most highly trained warrirors.
### Imperial Senate Guard The Imperial Senate Guard is an elite unit of soldiers in the Galactic Empire. Stemming from the original Senate Guard of the Galactic Republic, the Imperial Senate Guard inherited the duty to protect senators and to accompany them as they traveled the galaxy. However, their true purpose is to ensure that the Imperial Senate remains loyal to Emperor Palpatine, the architect of the New Order. The Imperial Senate Guard's armor is blue-colored, and they are trained solely in melee combat, being equipped with cortosis staffs and personal energy shields that are powerful enough to deflect lightsaber attacks. ___ > ## Imperial Senate Guard >*Medium humanoid (human), lawful dark side* > ___ > - **Armor Class** 17 (battle armor and personal shield) > - **Hit Points** 49 (9d8 + 9) > - **Speed** 30. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|14 (+2)|13 (+1)|13 (+1)|10 (0)| >___ > - **Damage Resistances** Energy from melee weapons > - **Skills** Perception +3, Insight +3 > - **Senses** passive Perception 13 > - **Languages** Galactic Basic > - **Challenge** 3 (700 XP) > ___ > ***Choreography of Belligerence.*** The Imperial Senate Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions > ***Multiattack.*** The Imperial Senate Guard makes two attacks. > > ***Cortosis Staff.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) kinetic damage.
>*"We are an Empire ruled by the majority! An Empire ruled by a new Constitution! An Empire of laws, not of politicians! An Empire devoted to the preservation of a just society. Of a safe and secure society! We are an Empire that will stand for ten thousand years!"* > >―Palpatine \columnbreak ### Imperial Senate Sentinel A subdivision of the Senate Guard, the Senate Sentinels were charged with protecting the Jedi Temple on Coruscant from looters and were specially trained to kill Jedi. Their armor and robes were gray and white, and they wield powerful force pikes that can effectively block a Jedi's lightsaber. They have robotic voices and are thought to be cyborgs. ___ > ## Imperial Guard Sentinel >*Medium humanoid (human), lawful dark side* > ___ > - **Armor Class** 17 (powered durasteel armor) > - **Hit Points** 84 (13d8 + 26) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|10 (0)|17 (+3)|10 (0)|16 (+3)|9 (+0)| >___ > - **Damage Resistances** Energy from melee weapons > - **Skills** Perception +6, Insight +6 > - **Senses** passive Perception 15 > - **Languages** Galactic Basic > - **Challenge** 6 (2,300 XP) > ___ > ***Choreography of Belligerence.*** The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > ***Force Pike.*** *Melee Weapon Attack:* +6 to hit, reach 10ft., one target. *Hit* 8 (1d10 + 3) kinetic damage plus 6 (2d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.
Villains
\pagebreakNum ### Royal Guard The Emperor's Royal Guard, also known as the Imperial Royal Guard, the Imperial Guard or the Red Guard, is an elite unit whose members serve as personal bodyguards to the Galactic Emperor. Fully clad in crimson robes and face-concealing helmets, the Emperor's guards are a silent, imposing, and deadly force armed with force pikes. In addition to strict requirements of size, strength, intelligence, and loyalty, only the most skilled soldiers in the Imperial Military qualify for duty in the Royal Guard. The Imperial Royal Guard is also occasionally assigned to provide protection to members of the Imperial Ruling Council and even Lord Vader himself.
___ > ## Imperial Royal Guard >*Medium humanoid (human), lawful dark side* > ___ > - **Armor Class** 17 (powered battle armor) > - **Hit Points** 91 (14d8 + 28) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|10 (0)|17 (+3)|9 (-1)| >___ > - **Saving Throws** Dex +6, Con +7, Wis, +7 > - **Skills** Athletics +8, Perception +7, Insight +7 > - **Senses** passive Perception 17 > - **Languages** Glactic Basic > - **Challenge** 9 (5,000 XP) > ___ > ***Choreography of Belligerence.*** The Imperial Royal Guard has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated. > > ### Actions > ***Multiattack.*** The Imperial Royal Guard makes two attacks. > > ***Vibroblade.*** *Melee Weapon Attack:* +8 to hit, hit, reach 5ft., one target. Hit: 8 (1d8 + 4) kinetic damage. > > ***Force Pike.*** *Melee Weapon Attack:* +8 to hit, reach 10ft., one target. *Hit* 9 (1d10 + 4) kinetic damage plus 12 (4d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 17) or become stunned. > ___ > ### Reactions > ***Parry.*** The Royal Gard adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard must see the attacker and bewielding a melee weapon.
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\pagebreakNum ### Shadow Guard The Emperor's Shadow Guard is an organization of elite, Force-sensitive soldiers. Many suspect that they are former Jedi that have been captured, tortured, and brainwashed by Palpatine. They have been trained by Darth Vader. They were silent and enigmatic warriors that received orders directly from Emperor Palpatine himself and are often sent to eliminate suspected Jedi and other Force users. The Shadow Guards command a great level of respect within the Empire's ranks and often lead quartets of Imperial Stormtroopers into battle against the Emperor's most hated foes. Shadow Guard members are often guarded by their own detail made up of Imperial Navy Commandos or stormtroopers, or in certain cases, members of the standard Royal Guard,
___ > ## Imperial Shadow Guard >*Medium humanoid (human), lawful dark side* > ___ > - **Armor Class** 17 (powered battle armor) > - **Hit Points** 118 (15d8 + 45) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|18 (+4)|12 (+1)|10 (0)|19 (+4)|11 (0)| >___ > - **Saving Throws** Dex +8, Con +5, Wis +8 > - **Skills** Athletics +9, Perception +8, Insight +8 > - **Senses** passive Perception 18 > - **Languages** Glactic Basic > - **Challenge** 10 (5,900 XP) > ___ > > ***Devotion***. The Imperial Shadow Guard has advantage on saving throws against being charmed or frightened. > > ***Forcecasting.*** The Imperial Shadow Guard's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers: > > At will: *force pull/push* > > 3/day each: *affliction, hex, saber reflect, wound, sap vitality* > > 1/day each: *master speed, force lighting, choke* > ___ > ### Actions > ***Multiattack.*** The Imperial Shadow Guard makes two attacks. > > ***Blaster Pistol.*** *Ranged Weapon Attack:* +8 to hit, range 40/160, one target. Hit: 7 (1d6 + 4) energy damage. > > ***Lightsaber Pike.*** *Melee Weapon Attack:* +9 to hit, reach 10ft., one target. *Hit* 10 (1d10 + 5) energy damage.
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### Sovereign Protectors Imperial Sovereign Protectors, also known as Royal Guard Champions, are the most elite cadre of guardsmen in Imperial service. Only the best of the elite Emperor's Royal Guard are specially chosen to become Sovereign Protectors. They endure years of selection procedures and training aimed at achieving perfection in soldiering. Extreme standards are set for combat fitness, stamina, strength, dexterity, mental acuity, reaction time, loyalty and intelligence. Their combat training includes the use of heavy blaster pistols and the deadly double vibroblade. They also have access to Emperor's Royal Guard TIE/IN starfighters, and are often sent on extremely vital missions.
___ ___ > ## Imperial Royal Guard Champion >*Medium humanoid (human), lawful dark side* > ___ > - **Armor Class** 18 (heavy durasteel armor) > - **Hit Points** 180 (24d8 + 72) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)| 12 (+1)|13 (+1)|11 (0)|16 (+3)|19 (+4)| >___ > - **Saving Throws** Con +5, Int +4, Wis +7 > - **Condition Immunities** Frightened > - **Skills** Intimidation +8, Perception +7 > - **Senses** passive Perception 117 > - **Languages** Galactic Basic > - **Challenge** 11 (7,200 XP) > ___ > ***Forcecasting.*** The Royal Guard Champion's innate Force casting ability is Wisdom (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers: > > At will: *enfeeble* > > 2/day each: *battle meditation, fear, battle precognition* > > ***Choreography of Belligerence.*** The Royal Guard Champion has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated. > > ***Rally the Troops.*** As a bonus action, the Imperial Royal Guard Champion can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. > > ### Actions > ***Blaster Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 40/160, one target. *Hit:* 4 (1d6 + 1) energy damage. > > ***Doublesword.*** *Melee Weapon Attack:* +9 to hit, reach 5ft., one target. *Hit* 13 (2d8 + 4) kinetic energy. > > ### Reactions > ***Parry.*** The Royal Guard Champion adds 3 to his AC against one melee attack that would hit him. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.
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## Imperial Knights The Imperial Knights, formally the Knights of the Empire, are an order of Force-practitioners loyal to the Emperor of the Fel Empire. They are fully trained in the ways of the Force and reject the dark side of the Force. They do not strictly follow the light side either, and are viewed as Gray by the New Jedi Order. The Imperial Knights swear loyalty to their Emperor, serving the Force as embodied by him. However, if the Emperor were to ever fall to the dark side, it is the duty of the Imperial Knights to either remove him from power or bring him back to the light, as ultimately, it is the Force to which they owed their allegiance. ***Organization & Philosophy.*** The Imperial Knights were founded approximately three generations prior to 137 ABY, dedicated to the preservation of the Empire and the defense of the Emperor, and were sometimes referred to as "Imperial Jedi". Imperial Knights were in the service of the Emperor for life, and the punishment for leaving the Order or disobeying the Emperor was death. The Imperial Knights serve the Force by serving an Empire that brought order, with their duty being to the Emperor. Sacrificing innocents when necessary for the greater good was the Imperial way. The Imperial Knights differ markedly in their credos and methods from the Jedi. The Imperial Knights view the Force as a tool–a powerful one to be respected-but not one that they spent time contemplating and meditating on. They know the dangers of falling to the dark side, and believe that the Force should not be used out of anger or selfishness. The strict mental discipline and obedience to orders that is part of their training make Imperial Knights less susceptible to the strong emotions that draw students of the Jedi over to the dark side. ***Training.*** Upon being identified, a potential student would be drafted into Imperial service to study under a veteran Knight on the Imperial capital of Bastion, and would continue studying under that master until their own knighthood was warranted, although other Knights would occasionally assist in their training. \columnbreak
Training could be very harsh, but not cruel, and could take years, but no student ever failed in their training: the Emperor demanded and always received success. Upon completing their training, they would serve the Emperor as a bodyguard and agent, fighting until the death. Their training saw them learn to use the Force in order to transform themselves into living weapons and shields. ***Equipment.*** Each Imperial Knight carries a standard-
ized silver lightsaber that produces a silver blade. This symbolizes the order's unity, as well as the fact that each member is less than the organization that they serve. The lightsabers are crafted using synthetic crystals, using knowledge from Palpatine's Book of Anger, in a process bereft of ceremony or significance. To an Imperial Knight, a lightsaber is merely a tool, and their training devotes as much attention to fighting in vehicles, bare-handed, and with the Force. The standard uniform is a suit of crimson armor interwoven with small threads of phrik filament to provide additional resistance to lightsaber attacks. The Imperial insignia is printed on the left shoulder pad and right gauntlet; the gauntlet itself is composed of pure cortosis, rendering any lightsaber blade that touches it useless for several minutes. The uniform also includes a black hood and cape. ***Powers & Abilities.*** The Imperial Knights are said to be among the most talented and dangerous Force-users in the galaxy, and every bit as capable of in the use of the Force as the Jedi. The Imperial Knights make extensive use of their combat armor and are trained strictly for combat-not contemplation-having even developed two new combat forms, the more aggressive Praetoria Vonil and the defensive minded Praetoria Ishu. They also learn to fight using many of the Jedi lightsaber combat techniques. Warriors rather than negotiators, their training sees them learn how to use the Force to transform themselves into living weapons and shields. The Imperial Knights were skilled with various uses of the Force, such as levitation, mind-tricks, and lightsaber combat.
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___ > ## Imperial Squire >*Medium humanoid (human), lawful Neutral* > ___ > - **Armor Class** 17 (powered battle armor) > - **Hit Points** 64 (8d8 + 28) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|10 (+0)|17 (+3)|9 (-1)| >___ > - **Saving Throws** Dex +6, Con +7, Wis +7 > - **Damage resistance** energy from unenhanced weapons > - **Skills** Athletics +8, Perception +7, Insight +7 > - **Senses** passive Perception 17 > - **Languages** Galactic Basic > - **Challenge** 5 (1,800 XP) > ___ > ***Praetoria Vonil*** The Imperial Squire attacks are enhanced by their precision and the force adding an extra 1d8 to melee strikes (included). > > ***Forcecasting*** The Imperial Squire's Force casting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks, 15 force points). It knows the following Force Powers: > > At will: *force pull/push, force disarm, saber reflect*
> 1st level: *force jump, force throw, phase strike*
> 2nd level: *animate weapon, phase walk, rescue* > ### Actions > ***Multiattack***. The Imperial Squire makes two attacks with its Martial lightsaber > > ***Martial Lightsaber*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (1d10 + 1d8 + 4) energy damage. >___ > ### Reactions > ***Cortosis Gauntlet***. The Imperial Squire adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Squire must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightsaber short circuits and is unusable until their next turn > > ***Praetoria Ishu*** When a creature that the Imperial Squire can see attacks a target other than the Imperial Squire that is within 5 feet of the Imperial Squire, the Imperial Squire can use its reaction to impose disadvantage on the attack roll. \columnbreak
___ > ## Imperial Knight >*Medium humanoid (human), lawful Neutral* > ___ > - **Armor Class** 17 (powered battle armor) > - **Hit Points** 91 (14d8 + 28) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|16 (+3)|10 (+0)|18 (+4)|12 (+1)| >___ > - **Saving Throws** Dex +6, Con +7, Wis, +8 > - **Damage resistance** energy from unenhanced weapons > - **Skills** Athletics +9, Perception +8, Insight +8 > - **Senses** passive Perception 18 > - **Languages** Galactic Basic > - **Challenge** 8 (3,900 XP) > ___ > ***Advanced Praetoria Vonil*** The Imperial Knight attacks are enhanced by their precision and the force adding an extra 2d8 to melee strikes (included). > > ***Forcecasting***. The Imperial Knight's Force casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks, 30 force points). It knows the following Force Powers: > > At will: *force pull/push, force disarm, saber reflect*
> 1 level: *burst of speed, force jump, force throw, tremor, phasestrike*
> 2nd level: *animate weapon, phase walk, rescue*
> 3rd level: *convulsion, knight speed, server force, telekinetic storm* > ### Actions > ***Multiattack***. The Imperial Knight makes two attacks with its Martial lightsaber > >***Martial Lightsaber*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 18 (1d10 + 2d8 + 5) energy damage. >___ > ### Reactions > ***Cortosis Gauntlet***. The Imperial Knight adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Knight must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightsaber short circuits and is unusable until their next turn > > ***Praetoria Ishu*** When a creature that the Imperial Knight can see attacks a target other than the Imperial Knight that is within 5 feet of the Imperial Knight, the Imperial Knight can use its reaction to impose disadvantage on the attack roll.
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___ ___ > ## Imperial Master >*Medium humanoid (human), lawful Neutral* > ___ > - **Armor Class** 18 (Heavy Durasteel Armor) > - **Hit Points** 180 (24d8 + 72) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|14 (+2)|16 (+3)|10 (+0)|20 (+5)|12 (+1)| >___ > - **Saving Throws** Dex +6, Con +7, Wis, +8 > - **Damage resistance** energy from unenhanced weapons > - **Skills** AAthletics +12, Perception +9, Insight +9 > - **Senses** passive Perception 19 > - **Languages** Galactic Basic > - **Challenge** 16 (15,000 XP) > ___ > ***Master Praetoria Vonil*** The Imperial Master attacks are enhanced by their precision and the force adding an extra 3d8 to melee strikes (included). > > ***Forcecasting***. The Imperial Master's Force casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks, 42 force points). > >It knows the following Force Powers: > > At will: *force pull/push, force disarm, saber reflect*
> 1 level: *burst of speed, force jump, force throw, tremor, phasestrike*
> 2nd level: *animate weapon, phase walk, rescue*
> 3rd level: *convulsion, knight speed, server force, telekinetic storm*
> 4th level: *freedom of movement*
> 5th level: *improved phasestrike, improved phasewalk, telekinesis* > > ### Actions > ***Multiattack***. The Imperial Master makes three attacks with its Martial lightsaber > >***Martial Lightsaber*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 23 (1d10 + 3d8 + 6) energy damage. >___ > ### Reactions > ***Cortosis Gauntlet***. The Imperial Master adds 3 to his AC against one lightweapon attack that would hit him. To do so, the Imperial Master must see the attacker and be able to move his hand to intercept the blow. On a successful intercept the attackers lightsaber short circuits and is unusable until their next turn > > ***Praetoria Ishu*** When a creature that the Imperial Master can see attacks a target other than the Imperial Master that is within 5 feet of the Imperial Master, the Imperial Master can use its reaction to impose disadvantage on the attack roll.
Villains
\pagebreakNum ## Jedi
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___ ___ > ## Jedi Ronin >*Medium humanoid (togruta), chaotic light* > ___ > - **Armor Class** 19 (battle precognition) or 21 (knight speed) > - **Hit Points** 195 (30d8 + 60) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|22 (+6)|14 (+2)|18 (+4)|20 (+5)|15 (+2)| >___ > - **Saving Throws** Dex +12, Con +8, Wis +11 > - **Skills** Acrobatics +12, Athletics +8, Insight +11, Perception +11, Stealth, +12, Survival +11 > - **Damage Resistances** kinetic and energy damage from unenhanced weapons, damage from force powers > - **Senses** darkvision 60 ft., tremorsense 30 ft., passive Perception 18 > - **Languages** Galactic Basic, Togruti > - **Challenge** 19 (22,000 XP) > ___ > > ***Battle Precognition.*** Jedi Ronin casts ***battle precognition*** on herself every morning. > > ***Forcecasting.*** Jedi Ronin is a 14th-level forcecaster. Her forcecasting ability is Wisdom (force save DC 19, +11 to hit with force attacks, 61 force points). > >Jedi Ronin knows the following force powers: > > At-will: *force disarm, force push/pull, force technique, guidance, mind trick, saber reflect* > 1st level: *battle precognition, burst of speed, force jump, force throw, heroism, sense force, slow descent*
> 2nd level: *battle meditation, force enlightenment, force sight, rescue, stun droid* > 3rd level: *force repulse, knight speed, remove curse* > 4th level: *disable droid, force immunity, freedom of movement*
> 5th level: *telekinesis* > 6th level: *true sight*
> 7th level: *destroy droid* > > ***Legendary Resistance (3/Day).*** When Jedi Ronin fails a saving throw, she can choose to succeed instead. > > ***Whirlwind of Light.*** Creatures provoke an opportunity attack from Jedi Ronin even if they take the Disengage action before leaving her reach. Creatures provoke an opportunity attack from Jedi Ronin when they enter her reach. When Jedi Ronin makes an opportunity attack, Jedi Ronin makes two Saber Attacks. > > ### Actions > ***Multiattack.*** Jedi Ronin makes three Saber Attacks or casts a force power and makes a Saber Attack. > > ***Saber*** *Melee Weapon Attack:* +12 to hit, range 5 ft., one target. *Hit* 16 (2d8 + 7) energy damage. > > ***Saber Rush (2/day).*** Jedi Ronin rushes forward up to 30 feet to an unoccupied space she can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a Dexterity saving throw (DC 19) with disadvantage. A creature takes 16 (2d8 + 7) energy damage on a failed save, or half as much on a successful one. > ___ > ### Reactions > > ***Parry*** Jedi Ronin adds 6 to her AC against one melee attack that would hit her. To do so, Jedi Ronin must see the attacker and be wielding a melee weapon. >___ > ### Legendary Actions >Jedi Ronin 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. Jedi Ronin regains spent legendary actions at the start of her turn. > > **Move.** Jedi Ronin can move up to her speed without provoking opportunity attacks. > > **Forcecasting.** Jedi Ronin can cast an at-will force power. > > **Saber** Jedi Ronin makes one Saber attack.
Villains
\pagebreakNum ## Mandalorians The Mandalorians—known in Mando'a as the Mando'ade, or "Children of Mandalore"—were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. Every Mandalorian was combat trained and they could band together into an army on short notice. ***History.*** In their early years, Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. The leader of the Mandalorians was known as the Mand'alor, translating to "Sole Ruler" and was rendered as "Mandalore" in Basic. Throughout their history, the Mandalorians were frequently allied with the Sith, perhaps most notably the Sith Lord Exar Kun, and held a certain distrust and general dislike for the Jedi Order. However, they would not hesitate to cooperate with the Jedi if a partnership between the two groups was mutually beneficial. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy. The Mandalorian Protectors sided with the Rebel Alliance and the New Republic. ***Six Actions.*** These six tenets defined what it meant to be a Mandalorian: 1) wearing armor, 2) speaking the Mandalorian language, 3) defending oneself along with one's family, 4) contributing to the welfare of your clan, 5) rallying to the Mand'alor when summoned, and 6) raising one's children in the Mandalorian ways. ***Armor.*** Known as beskar'gam, meaning "iron skin," Mandalorian armor not only provided protection for the wearer, but a common visual identity for any and all Mandalorians, regardless of species or gender. The specific design of Mandalorian armor evolved over time, gaining more sophisticated features over the years, including the incorporation of advanced helmet heads-up displays, and armor-mounted weapon systems such as flamethrowers and wrist rocket launchers. However, one of the armor's most lasting features was the T-shaped visor that adorned the helmet's face across its various incarnations. Numerous materials were employed in the creation of Mandalorian armor through the millennia, from alum and durasteel, to stygian-triprismatic polymer and the nearly indestructible beskar iron. While sets of armor were often passed down from one generation to the next, beskar armor was considered the most valuable. The appearance of a Mandalorian's armor was largely up to the individual, being customized with different colored paint schemes, clan and unit sigils, personalized glyphs, or other marking patterns. ***Boba Fett.*** A human male bounty hunter and the genetic clone of the infamous bounty hunter Jango Fett. Boba was created by the cloners on Kamino and was physically identical to the clone troopers created for the Grand Army of the Republic, though Boba was unaltered and did not grow at the same accelerated rate as the other clones. Raised as Jango's son, Boba learned the combat skills necessary to one day become a bounty hunter in his own right.
___ > ## Mandalorian Initiate >*Medium, Lawful Neutral* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 33 (6d8+6) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|14 (+2)|12 (+1)|12 (+1)|10 (+0)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Survival +3 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 1 (200 XP) > ___ > ### Traits > > ***Agressive.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Multiattack.*** The mandalorian soldier makes two weapon attacks. > > ***Blaster Carbine.*** *Ranged Weapon Attack:* +5 Bonus to hit, range 100/400 ft, one target. Hit: 6 (1d6+3) energy damage. > > ***Techblade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.
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___ > ## Mandalorian Scout >*Medium, Lawful Neutral* > ___ > - **Armor Class** 15 (light battle armor) > - **Hit Points** 34 (6d8+7) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|12 (+1)|14 (+2)|16 (+3)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Perception +5 > - **Senses** darkvision 60 ft, passive Perception 15 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 2 (450 XP) > ___ > ### Traits > > ***Agressive.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. > > ### Actions > ***Multiattack.*** The mandalorian scout makes two weapon attacks. > > ***Blaster carbine.*** *Ranged Weapon Attack:* +5 Bonus to hit, range 60/240 ft, one target. Hit: 6 (1d6+3) energy damage. > > ***Techblade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.
___ ___ > ## Mandalorian Soldier >*Medium, Lawful Neutral* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 45 (7d8+14) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|14 (+2)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Survival +3 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 3 (700 Xp) > ___ > ### Traits > > ***Agressive.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ***Martial Advantage.*** Once per turn, the mandalorian 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 mandalorian that isn't incapacitated. > > ### Actions > ***Multiattack.*** The mandalorian soldier makes two weapon attacks. > > ***Blaster Rifle.*** *Ranged Weapon Attack:* +5 Bonus to hit, range 100/400 ft, one target. Hit: 7 (1d8+3) energy damage. > > ***Vibroblade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.
Villains
\pagebreakNum ___ > ## Jetpack Mandalorian >*Medium, Lawful Neutral* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 45 (7d8+10) > - **Speed** 30ft, fly 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|14 (+2)|14 (+2)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Perception +4 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 3 (700 Xp) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ***Jetpack.*** Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. > > ### Actions > ***Multiattack.*** The jetpack mandalorian makes two weapon attacks, one with its light pistol or vibrodagger and one with its wrist launcher. > > ***Light Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage. > > ***Wrist Launcher.*** *Ranged Weapon Attack:* +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage, and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save. > > ***Vibrodagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage. > > ### Bonus Actions > ***Light Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 40/160 ft., one target. Hit: 2 (1d4) energy damage. \columnbreak
___ > ## Heavy Mandalorian >*Medium, Lawful Neutral* > ___ > - **Armor Class** 18 (prototype battle armor) > - **Hit Points** 59 (7d10+21) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|12 (+1)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Con +5 > - **Skills** Athletics +4 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 4 (1,100 Xp) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it sees. > > ### Actions > ***Multiattack.*** The heavy mandalorian makes two attacks with its assault cannon or uses its assault cannon's burst. > > ***Assault Cannon.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage. > > ***Burst.*** The trooper sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one. > > ***Bash.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.
Villains
\pagebreakNum ___ > ## Flamer Mandalorian >*Medium, Lawful Neutral* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 45 (7d8+10) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|14 (+2)|12 (+1)|12 (+1)|10 (+0)| >___ > - **Saving Throws** Dex +5 > - **Skills** Athletics +4 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 4 (700 Xp) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Multiattack.*** The flamer mandalorian makes two weapon attacks, one with its heavy pistol or techblade and one with its wrist launcher. > > ***Heavy Pistol.*** *Ranged Weapon Attack:* +5 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage. > > ***Wrist Flamer.*** *Ranged Weapon Attack:* Flamethrower. Each creature in a 15-foot line or cone must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. > > ***Techblade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage. \columnbreak
___ > ## Mandalorian Gladiator >*Medium, Lawful Neutral* > ___ > - **Armor Class** 19 (battle armor. heavy shield) > - **Hit Points** 112 (15d8+45) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|12 (+1)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Str +7, Dex +5, Con +6 > - **Skills** Athletics +10, Intimidation +5 > - **Senses** darkvision 60 ft, passive Perception 11 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 5 (1,800 XP) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ***Brave.*** The mandalorian has advantage on saving throws against being frightened. > > ***Brute.*** A melee weapon deals one extra die of its damage when the mandalorian hits with it (included in the attack). > > ### Actions > ***Multiattack.*** The mandalorian mandalorian makes two vibroblade attacks and one shield bash. > > ***Vibroblade.*** *Ranged 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 mandalorian adds 3 to its AC against one melee attack that would hit it. To do so, the mandalorian must see the attacker and be wielding a melee weapon.
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___ > ## Mandalorian Captain >*Medium, Lawful Neutral* > ___ > - **Armor Class** 18 (prototype battle armor) > - **Hit Points** 98 (10d8+53) > - **Speed** 30ft, fly 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|18 (+4)|16 (+3)|14 (+2)|14 (+2)| >___ > - **Saving Throws** Str +5, Dex +6, Con +7 > - **Skills** Athletics +4, Perception +5, Intimidation +5 > - **Senses** darkvision 60 ft, passive Perception 12 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 5 (1,800 XP) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ### Actions > ***Multiattack.*** The mandalorian captain makes two weapon attacks. > > ***Brave.*** The captain has advantage on saving throws against being frightened. > > ***Jetpack.*** Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. > > ***Light repeater.*** *Ranged Weapon Attack:* range 80 ft, burst. The captain 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) energy damage on a failed save, or half as much on a successful one. > > ***Vibroblade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage. > > ### Reactions > ***Leadership.*** (Recharges after a Short or Long Rest). The Mandalorian 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 Mandalorian Captain. A creature can benefit from only one Leadership die at a time.
___ > ## Elite Mandalorian >*Medium, Lawful Neutral* > ___ > - **Armor Class** 18 (prototype battle armor) > - **Hit Points** 127 (15d10+45) > - **Speed** 30ft, fly 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|16 (+3)|15 (+2)|16 (+3)|14 (+2)| >___ > - **Saving Throws** Str +6, Dex +8, Con +7 > - **Skills** Athletics +5, Perception +7, Intimidation +6 > - **Senses** darkvision 60 ft, passive Perception 17 > - **Languages** Galactic Basic and Mando'a > - **Challenge** 9 (5,000 XP) > ___ > ### Traits > > ***Merciless.*** As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see. > > ***Brave.*** The mandalorian has advantage on saving throws against being frightened. > > ***Jetpack.*** Activating or deactivating the jetpack requires a bonus action and, while active, the mandalorian has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes. > > ***Sneak Attack.*** (1/Turn). The mando'ade 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 mandalorian that isn't incapacitated and the mando'ade doesn't have disadvantage on the roll. > > ### Actions > ***Multiattack.*** The elite mandalorian makes three weapon attacks. > > ***Blaster Rifle.*** *Ranged Weapon Attack:* +8 Bonus to hit, range 100/400 ft, one target. Hit: 8 (1d8+4) energy damage. > > ***Jetpack Fragmentation Rocket.*** (1/Day) *Ranged Weapon Attack:* +8 to hit, range 100/400 ft., one target. Hit: 14 (3d6+4) kinetic damage, and each creature within 10 feet must make a DC 16 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save. > > ***Wrist Flamer.*** *Ranged Weapon Attack:* Flamethrower. Each creature in a 15-foot line or cone must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. > > ***Frag Grenade.*** (3/Day). The mandalorian throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one. > > ***Hidden blade.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage. >
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___ ___ > ## Legendary Mandalorian >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 19 (+3 battle armor) > - **Hit Points** 164 (16d8 + 84) > - **Speed** 30 ft. walk, 40 ft. fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|20 (+5)|18 (+4)|16 (+3)|16 (+3)|13 (+1)| >___ > - **Saving Throws** Str +8, Dex +10 > - **Skills** Athletics +8, Technology +8, Insight +8, Investigation +8, Perception +8, Piloting +8, Stealth +10, Survival +8 > - **Senses** darkvision 60 ft. (mandalorian helmet), passive Perception 16 > - **Languages** Galactic Basic, Huttese, Mando'a > - **Challenge** 14 (5,900 XP) > ___ > ***Cunning Action.*** On each of his turns, the Mandalorian can use a bonus action to take the Dash, Disengage, or Hide Action. > > ***Keen Senses.*** The Mandalorian has advantage on Wisdom (Perception) Checks. > > ***Legendary Resistance (3/Day).*** If The Mandalorian fails a saving throw, he can choose to succeed instead. > > ***Precision Shot (4/day).*** The Mandalorian can roll his next ranged attack with advantage. > > ***Sharpshooting Mastery.*** The Mandalorian's ranged attacks ingore half-cover and three-quarters cover, as well he does not get disadvantage on his ranged weapon attack rolls while attacking at long range. > > ***Supreme Accuracy.*** Whenever The Mandalorian has advantage on an attack roll using Dexterity, Intelligence, or Wisdom, he can reroll one of the dice once. > > ***Unsteady Shot.*** When The Mandalorian is in the air, he takes a -5 penalty to attack rolls. > > ### Actions > ***Multiattack.*** The Mandalorian makes three blaster rifle attacks. > > ***+3 Blaster Rifle.*** *Ranged Weapon Attack:* +13 to hit, range 100/400 ft., one target. *Hit* 23 (3d8 + 8) energy damage. > > ***Concusion Missile (1/day).*** *Ranged Weapon Attack:* +10 to hit, range 100/400 ft., one target. *Hit* 28 (8d6) kinetic damage and 28 (8d6) fire damage. Every creature within 5 feet of the hit target must make a DC 17 Dexterity saving throw or take 16 (4d6) kinetic damage. > > ***Flamethrower (Recharge 5-6).*** The Mandalorian sprays the flames from his wrist flamethrower in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one. > > ***Wire Restrain.*** *Ranged Weapon Attack*: +10 to hit, range 30 ft., one target. *Hit* The target is grappled. On the targets turn, it can use a it's action to make a DC 15 Strength check to break the wire. > ___ > ### Reactions > > ***Retaliatory Strike.*** If a ranged attack misses The Mandalorian, he can use his reaction to make a blaster rifle attack against that creature. > > ___ > ### Legendary Actions >The Mandalorian 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 Mandalorian regains spent legendary actions at the start of his turn. > > **Move.** The Mandalorian can move or fly up to his speed without provoking opportunity attacks. > > **Blaster Rifle.** The Mandalorian makes one blaster rifle attack. > > **Wire Restrain (Costs 2).** The Mandalorian can use his wire restrain action.
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\pagebreakNum ## Rishi Eel The Rishi eel is a predator native to the Rishi moon. They dwell in caves of the moon's canyons and have a mouth with four mandibles. They are one of several species of eel in the galaxy. Rishi eel blood is almost impossible to remove.
___ > ## Rishi Eel >*Huge beast, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 172 (15d12 + 75) > - **Speed** 40 ft., burrow 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|7 (-2)|20 (+5)|2 (-4)|8 (-1)|4 (-3)| >___ > - **Saving Throws** Con +7 > - **Condition Immunities** prone > - **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 9 > - **Languages** — > - **Challenge** 8 (3,900 XP) > ___ > ***Tunneler.*** The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the eel. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns. > > If the eel takes 25 damage or more on a single turn from a creature inside it, the eel must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. \columnbreak
> ### Rishi > >Rishi is a tropical planet in the Rishi system which is located in the in the Abrion sector of the Outer Rim Territories. > >During the Clone Wars, the Confederacy of Independent Systems attempted to plunder Rishi's rich exonium mines. > >Because of its close proximity to Kamino, Rishi was considered a last defense of the clone-producing planet.
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### KX-Series Security Droid KX-series security droids, also referred to as enforcer droids, are a model of security droid manufactured by Arakyd Industries that was in service to the Galactic Empire during the Galactic Civil War. Enforcer droids come equipped with a built-in comm package, recharge port, and a computer interface arm that allows them to connect with standard communication frequencies for areas they are assigned to. The droids were designed with exaggerated human proportions but with the mobility of a human athlete. They were able to operate a variety or tools and equipment and can carry gear without becoming exhausted. While the Imperial Senate had prohibited the creation of battle droids, Arakyd was able to use a loophole in the law by marketing the KX-series as "security droids." They were programmed without the standard restriction against harming organic sentient lifeforms. The KX-series droids were programmed to speak and interact with people, but were not as proficient at it as protocol droids were. They could handle a wide range of tasks, including escorting dignitaries, protecting important people and defending Imperial installations. The droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.
___ > ## KX-Series Security Droid >*Medium droid, unaligned* > ___ > - **Armor Class** 15 (armor plating) > - **Hit Points** 34 (4d8 + 16) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|16 (+3)|19 (+4)|13 (+1)|15 (+2)|7 (-2)| >___ > - **Skills** Athletics +7, Perception +4, Intimidate +2 > - **Damage Vulnerabilities** ion, lightning > - **Damage Resistance** necrotic, poison, psychic > - **Condition Immunities** diseased, poisoned > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Galactic basic, binary > - **Challenge** 1 (200 XP) > ___ > > ***Circuitry.*** The construct has disadvantage on saving throws against effects that would deal ion or lightning damage. > ### Actions > ***Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 +5) kinetic damage.
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## Sith Lords Sith Lord is a title conferred on members of various Sith Orders who had both considerable knowledge of and strength in the dark side of the Force. Revan's Sith Empire granted this title to its high-ranking members, with the Dark Lord of the Sith as the most powerful and their leader. However, the majority of the dark-side users were known as Dark Jedi. Vitiate's Sith Empire granted the title to mid-ranking members, usually those who had passed their apprenticeships and were not officially controlled by other Lords. Lords of the Sith ranked above Overseers and below Darths. In both Revan's and Vitiate's Sith Empires, those who aspired to become a Sith Lord had to train at Korriban's Sith Academy and pass several brutal trials that tested their prowess and strength in the dark side. If they succeeded, they were admitted to the Order as a new Sith Lord. The New Sith under Darth Ruin was in power during the Dark Ages of the Jedi. Sith Lords then stalked the galaxy, until the organization eventually fell to infighting, and broke into individual Sith Lords. Lord Kaan's The Brotherhood of Darkness gave all Sith Lords nominal equal status among the Sith. This strategy was created to prevent the Sith from killing each other, which had been the natural order of the dark side until the formation of the Brotherhood. At the end of the first war between the Jedi and Sith, Bane saw this as a violation of the natural order of the Sith and cleansed the Order by destroying Lord Kaan's Brotherhood and supplanting it with his own Rule of Two; two Sith, one master to embody the power and one to crave it. In most cases, the apprentice was trained until he or she was strong enough in the Force to kill his or her master. After the Galactic Civil War, Darth Krayt abandoned the Rule of Two to rebuild the Sith, thus multiplying the population of the Sith Lords hugely, all under the rule of Darth Krayt. They then attacked the Empire after the Sith–Imperial War and ruled the galaxy. The term "Sith Lord" generally encompassed members of both sexes, although some female Sith such as Lumiya, Tahiri Veila, Olaris Rhea and Vestara Khai were styled Sith Lady. Originally, "Sith Lord" referred to a high-ranking member of the Sith race's society. As the Sith civilization progressed, many claimed the title and battled against each other to earn the superior title of Sith'ari: the Sith Overlord; Adas and Dathka Graush were such Overlords.
Villains
\pagebreakNum ### Darth Maul Maul, a Force-sensitive Dathomirian Zabrak male, was a dark side warrior who served as the apprentice Dark Lord of the Sith during the final years of the Galactic Republic and reigned as a crime lord during the rule of the Galactic Empire. The son of Mother Talzin of the Nightsisters, he was taken at a young age by Darth Sidious, who anointed his first Sith apprentice Darth Maul. Through his training, Maul grew strong in the dark side of the Force, becoming an expert lightsaber duelist and assassin who yearned to reveal the Sith's continued survival to the Jedi Order. During the crisis on Naboo in 32 BBY, Maul confronted Jedi Master Qui-Gon Jinn and Padawan Obi-Wan Kenobi. Although he succeeded in killing the former, Maul was maimed by Jinn's apprentice, who left the Sith Lord for dead. As a result of Maul's defeat and apparent death, Sidious replaced him with Count Dooku, Jinn's Jedi mentor who adopted the Sith persona of Darth Tyranus. Fueled by his hatred for Kenobi, Maul reconstructed himself as a cyborg, although the experience of his defeat drove him insane. He was presumed dead for over a decade until his brother, Savage Opress, found Maul and restabilized his mind with the help of Mother Talzin. By that time the Clone Wars raged across the galaxy. Believing he had been cheated of his place in galactic history, Maul embarked on a quest for revenge against Kenobi, whom he blamed for his fate. He also used the galactic conflict as an opportunity to form his own criminal empire, the Shadow Collective, through various alliances including the Pyke Syndicate, the Black Sun, and the Death Watch. Their combined resources enabled Maul to overthrow the New Mandalorians and install a puppet government on Mandalore. As his power and influence increased, Maul became a threat to Sidious' own plans for the future. The Dark Lord confronted Maul in person; after killing Opress, Sidious denounced his former apprentice as a Sith no longer due to the Rule of Two. In the waning days of the Clone Wars, Maul escaped from Sidious and ultimately returned to Mandalore where he was overthrown by former Padawan Ahsoka Tano and an army of clone troopers. However, Maul survived the war and continued to build his own empire as a crime lord and the secret leader of Crimson Dawn. He was later stranded on the planet Malachor, where he hoped to destroy the Sith by unlocking the superweapon at the heart of the Sith temple. Maul's plan was thwarted by two Jedi, Kanan Jarrus and Ezra Bridger, the latter of whom Maul hoped to corrupt as his own apprentice. After escaping Malachor, Maul continued to try to tempt Bridger to the dark side before ultimately learning that Kenobi was still alive in spite of Order 66 and the Jedi Purge. Seeking hope and purpose, Maul sought Kenobi on Tatooine, the same planet where he had first revealed himself to Kenobi. In 2 BBY, Maul engaged Kenobi in a brief lightsaber duel for the last time. Kenobi cut Maul's lightsaber in half and dealt Maul a lethal blow, ending Maul's decade-spanning quest for vengeance. He died moments later with the knowledge that Kenobi was protecting Luke Skywalker, who Kenobi believed was the Chosen One, who would avenge Maul. \columnbreak
As the apprentice of Darth Sidious, Maul was trained to be a living weapon of the Sith, one intended to help Sidious bring about the destruction of the Jedi and take over the galaxy. He became an acrobatic and highly-trained warrior, one who could relentlessly pursue his enemies while utilizing his double-bladed lightsaber. Indeed, Maul had been trained in several forms of lightsaber combat. During his duel on Naboo against Jinn and Kenobi, he demonstrated the ability to fight both the Jedi Master and his apprentice simultaneously on equal grounds as well as overpower Kenobi after he killed Jinn. Though Kenobi managed to defeat Maul, this was due to Maul's own hubris and neglect for the fallen Jinn's lightsaber. He later outmatched Kenobi in a number of encounters after emerging from exile, including the fight over Raydonia, though their duel on Florrum ended in stalemate.
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___ ___ > ## Sith Blade Dancer >*Medium humanoid (zebrak), Lawful Dark Side* > ___ > - **Armor Class** 20 (unarmored defense) or 22 (knight speed) > - **Hit Points** 255 (30d8 + 120) > - **Speed** 40 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|22 (+6)|18 (+4)|18 (+4)|15 (+2)|18 (+4)| >___ > - **Saving Throws** Dex +12, Con +10, Cha +10 > - **Skills** Acrobatics +12, Athletics +8, Insight +8, Intimidation +10, Perception +8, Stealth +12 > - **Damage Resistances** kinetic and energy damage from unenhanced weapons > - **Senses** darkvision 60 ft., passive Perception 18 > - **Languages** Galactic Basic, Zabraki > - **Challenge** 19 (22,000 XP) > ___ > > ***Channel the Darkness.*** As a bonus action, Sith Blade Dancer casts *rage* on himself the first time his hit points are below half (178) on the start of his turn. > > ***Forcecasting.*** Sith Blade Dancer is an 11th-level forcecaster. his forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks, 48 force points). > >Sith Blade Dancer knows the following force powers: > > At-will: *affect mind, force disarm, force push/pull, mind trick, saber reflect, saber throw* > 1st level: *burst of speed, force jump, force throw, slow descent*
> 2nd level: *battle meditation, coerce mind, force confusion, hallucination* > 3rd level: *choke, force repulse, knight speed* > 4th level: *freedom of movement, locate creature, mind trap*
> 5th level: *improved phasestrike, telekinesis* > 6th level: *crush* > > ***Legendary Resistance (3/Day).*** When Sith Blade Dancer fails a saving throw, he can choose to succeed instead. > >***Second Heart (1/day).*** When Sith Blade Dancer is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. > >***Unarmored Defense.*** While wearing no armor and not wielding a shield, Sith Blade Dancer's adds his Charisma modifier to AC. > ### Actions > ***Multiattack.*** When Sith Blade Dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike. > > ***Doublesaber*** *Melee Weapon Attack:* +12 to hit, range 5 ft., one target. *Hit* 15 (2d8 + 6) energy damage. > > ***Unarmed Strike*** *Melee Weapon Attack:* +12 to hit, range 5 ft., one target. *Hit* 9 (1d6 + 6) kinetic damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Sith Blade Dancer's next turn. > ___ > ### Reactions > > ***Parry*** Sith Blade Dancer adds 6 to his AC against one melee attack that would hit it. To do so, Sith Blade Dancer must see the attacker and be wielding a melee weapon. >___ > ### Legendary Actions >Sith Blade Dancer 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. Sith Blade Dancer regains spent legendary actions at the start of his turn. > > **Move.** Sith Blade Dancer can move up to his speed without provoking opportunity attacks. > > **Forcecasting.** Sith Blade Dancer can cast an at-will force power. > > **Doublesaber** Sith Blade Dancer makes one Doublesaber attack.
Villains
\pagebreakNum ### Darth Sidious A Force-sensitive human male, Darth Sidious was the Dark Lord of the Sith and Galactic Emperor who ruled the galaxy from the fall of the Galactic Republic to the rise of the Galactic Empire. Rising to power in the Galactic Senate as Senator Sheev Palpatine, he was elected to the office of Supreme Chancellor and, during the Clone Wars, accumulated wartime powers in the name of security. As the Emperor, he dropped the facade of Palpatine, and henceforth ruled as Darth Sidious in thought and action. His machinations brought an end to the last era of peace in galactic history, replaced a millennium of democracy with New Order fascism, and restored the Sith to power through the destruction of the Jedi Order. A native of the Mid Rim planet Naboo, Palpatine was born around 84 BBY during the last century of the Galactic Republic. Inherently gifted with the Force, he became Darth Sidious during his apprenticeship under Darth Plagueis. But the Rule of Two dictated that only two Sith Lords could exist at any given time; therefore Sidious killed his Sith Master and took Darth Maul as his first disciple in the dark side of the Force. As Palpatine, he cultivated a political career on the Core World Coruscant, serving as his homeworld's representative in the galactic capital. Driven by a desire for greater power, Sidious manipulated the Trade Federation into a dispute with the Royal House of Naboo, resulting in a chain of events that led to his election as Supreme Chancellor in 32 BBY. Taking Darth Tyranus as his new apprentice, Sidious spent a decade fomenting political unrest until entire star systems seceded from the Republic to form the Confederacy of Independent Systems. The ensuing Clone Wars commenced in 22 BBY, spreading conflict across the galaxy and strengthening Chancellor Palpatine's control of the government and military. When the Jedi moved to arrest him, having learned of his true identity, Sidious executed Order 66, turning the entire Grand Army of the Republic against its Jedi Generals. Shortly afterward, the Republic was officially reorganized into the First Galactic Empire, with Sidious becoming the self-proclaimed Emperor in 19 BBY. The Emperor ruled the galaxy with Darth Vader as his last apprentice, remaining relatively unchallenged until the formation of the Alliance to Restore the Republic which, in turn, began the Galactic Civil War in 0 BBY. The Emperor foresaw Luke Skywalker's potential to destroy him, so the Emperor manipulated Skywalker into a confrontation with Vader, believing the Jedi aspirant could be turned like his father before him. While Sidious tortured the young Jedi Knight with Force lightning, Vader, affected by his son's compassion, sacrificed his life to destroy the Emperor, thus fulfillingd his destiny as the Chosen One in 4 ABY. Prior to his demise, he created the Contingency to seemingly destroy the Empire in the event of his death, propagating the idea that Sidious believed the Empire did not deserve to survive without its Emperor. As a consequence, the Imperial remnants were weakened and less able to resist the New Republic. Ultimately, the Empire capitulated the war after the Battle of Jakku in 5 ABY, ending the era founded by Darth Sidious.
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___ ___ > ## Sith Mastermind >*Medium humanoid (human), Lawful Dark Side* > ___ > - **Armor Class** 21 (+2 Robes) > - **Hit Points** 285 (30d8 + 150) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|22 (+6)|20 (+5)|20 (+5)|21 (+5)|27 (+8)| >___ > - **Saving Throws** Dex +13, Con +12, Wis +12, Cha +15 > - **Skills** Sleight of hand +13, Stealth +13, Lore +12, Insight +22 , Deception +22, Intimidation +15, Persuasion +22 > - **Damage Resistances** Cold, Lightning > - **Damage Immunities** Necrotic, Posion; Kinetic, Energy, and Ion from non-enhanced weapons > - **Damage Vulnerabilites** lightning > - **Condition Immunities** blinded, Charmed deafened, frightened Poisoned > - **Senses** Truesight 120 ft, passive Perception 22 > - **Languages** Galactic Basic, High Galactic, Sith > - **Challenge** 23 (50,000 XP) > ___ > > > ***Forcecasting.*** Sith Mastermind is a 20th-level forcecaster. his forcecasting ability is Charisma (force save DC 23, +15 to hit with force attacks, 88 force points). > >Sith Mastermind knows the following force powers: > > At-will: *Affect Mind, Force Disarm, Force Push/Pull, Saber Reflect, Shock*
> 1st level: *Battle Precognition, Disperse Force, Fear, Hex*
> 2nd level: *Drain Vitality, Force Camouflage, Hallucination*
> 3rd level: *Force Lightning, Force Suppression, Improved Dark Side Tendrils*
> 4th level: *Drain life, Hysteria, Shocking shield*
> 5th level: *Dominate Mind, Insanity, Siphon Life*
> 6th level: *Force Chain Lightning, Mass coerce Mind*
> 7th level: *Force Lightning Cone, Force Project*
> 8th level: *Death Field, Maddening Darkness*
> 9th level: *Force Storm, Mass Hysteria*
> > ***Force Resistance*** Whenever Sith Mastermind makes a saving throw against a force power he rolls with advantage. > > ***Force Senses.*** Sith Mastermind has advantage on Wisdom (Perception) Checks. > > ***Legendary Resistance (3/Day).*** If Sith Mastermind fails a saving throw, he can choose to succeed instead. > > ***Precognition.*** Sith Mastermind casts *precognition* on himself every morning. > > ### Actions > ***Lightning-Infused Touch*** *Melee power attack* +8 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) lightning damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ***Dual-phase lightsaber*** *Melee Weapon Attack:* +14 to hit, range 5 ft., one target. *Hit* 10 (1d8 + 6) energy damage plus 10 (3d6) lightning damage, or 12 (1d10+6) energy damage plus 10 (3d6) lightning damage when used in two hands. >___ > ### Reactions > > ***Force Shield*** Sith Mastermind adds 5 to his AC against an attack that would otherwise hit him. >___ > ### Legendary Actions >Sith Mastermind 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. Sith Mastermind regains spent legendary actions at the start of his turn. > > **At-Will Power.** Sith Mastermind casts on of his at will powers. > > **Melee Attack** Sith Mastermind uses Lightning-Infused Touch or makes one attack with his lightsaber. > > **Frightening Gaze. (Cost 2 Actions)** Sith Mastermind fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Sith Mastermind's gaze for the next 24 hours. > > **Disrupt Life (Costs 3 Actions).** Each creature within 20 feet of Sith Mastermind must make a DC 20 Constitution saving throw against this power, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Villains
\pagebreakNum ### Darth Tyranus Dooku, a Force-sensitive human male, was a Jedi Master that fell to the dark side of the Force and became the Dark Lord of the Sith Darth Tyranus during the final years of the Galactic Republic. After leaving the Jedi Order, he claimed the title Count of Serenno and, during the Clone Wars, served as Head of State of the Confederacy of Independent Systems. He was the second apprentice of Darth Sidious, the Dark Lord of the Sith whose plan to conquer the galaxy relied on Dooku leading a pan-galactic secessionist movement against the Republic. As such, Dooku immersed himself in the dark side and worked tirelessly to advance his master's plans. Born in 102 BBY, Dooku learned the Jedi arts as the Padawan of Yoda, the legendary Grand Master of the Jedi Order. A political idealist, the corruption in the Galactic Senate—as well as the traditions of the Jedi—disillusioned him, causing Dooku to voluntarily leave the Order and return to his homeworld where he reclaimed his title and heritage as a nobleman. His former peers believed his decision was misguided but still held him in high esteem. Unknown to the Jedi, however, Dooku not only renounced their ways but his commitment to the light side of the Force as well. Having sworn his allegiance to Darth Sidious, Dooku became the Dark Lord's apprentice and adopted the secret name of Darth Tyranus. Throughout the first decade of Sheev Palpatine's chancellery, Dooku used his resources and charisma to recruit entire star systems to the Separatist cause. At the same time, he oversaw the development of two vast armies that would be pitted against each other in the conflict to come: the Separatist Droid Army manufactured on Geonosis; and the Grand Army of the Republic, composed of clone troopers bred on Kamino and modeled on the bounty hunter Jango Fett. As leader of the Separatists, Dooku delegated military authority to a cadre of subordinates personally trained by himself, including General Grievous and Asajj Ventress. While Grievous was trained only in the art of lightsaber combat, Ventress was strong with the Force, affording her the opportunity to learn the ways of the dark side from Dooku. The Sith, however, remained faithful to Darth Bane's Rule of Two; and as such, Dooku was compelled to betray his disciple after Sidious became suspicious of his own apprentice's intentions. Though he sought to replace Ventress with Savage Opress and later Quinlan Vos, Dooku ultimately remained beholden to his master's will. By the third year of the war, Dooku and Grievous succeeded in abducting Chancellor Palpatine from the Republic capital of Coruscant in 19 BBY. During the ensuing Battle of Coruscant, he was confronted and de-
feated by the Jedi Knight Anakin Skywalker, who summarily executed the Count via beheading
at the Chancellor's behest and succeeded the
late Darth Tyranus as Sidious' third and last
apprentice, resulting in his transformation
into Darth Vader. Dooku was a highly skillful lightsaber duelist even in his old age. During his time as a Jedi he was known as one of the Order's finest swordsmen; it was said that only Yoda was his superior and that Mace Windu was his only worthy opponent. Dooku was a practitioner of the second form of lightsaber combat, Makashi. Makashi was a rarity among the Jedi by the time of the Clone Wars; it was a style designed specifically for lightsaber-to-lightsaber combat, and as such it was considered obsolete in a time when most Jedi were more likely to face blaster-wielding opponents. The style's rarity gave Dooku an advantage when engaging in lightsaber duels, as few of his enemies were trained to defend themselves against it. Makashi relied on precision, speed, and economy of movement rather than wide-sweeping strikes that characterized later styles, and Dooku's curved-hilt lightsaber was designed especially for that. However, in spite of his almost unrivalled sword mastery and decades of experience, Dooku was still vulnerable to Form II's greatest weakness; its lack of kinetic power. In addition to his formidable lightsaber skills, Dooku was enormously powerful and skilled in the use of the Force. He demonstrated great prowess and strength in the use of telekinesis. He was also highly skilled in the use of Force lightning, using it as both a means of torture and execution, and was able to use it in conjunction with telekinesis.
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___ ___ > ## Sith Duelist >*Medium humanoid (human), Lawful Dark Side* > ___ > - **Armor Class** 22 > - **Hit Points** 225 (30d8 + 90) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|22 (+6)|16 (+3)|18 (+4)|19 (+4)|22 (+6)| >___ > - **Saving Throws** Dex +12, Wis +10, Cha +12 > - **Skills** Athletics +8, Insight +10, Perception +10, Persuasion +12 > - **Damage Resistances** kinetic and energy from unenhanced weapons > - **Condition Immunities** charmed, frightened > - **Senses** passive Perception 20 > - **Languages** Galactic Basic, one other of your choice > - **Challenge** 19 (22,000 XP) > ___ > > ***Forcecasting.*** Sith Duelist is an 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points). > >Sith Duelist knows the following force powers: > > At-will: *force disarm, force push/pull, force technique, lightning charge, saber reflect, saber throw, shock* > 1st level: *burst of speed, force jump, force throw, slow descent*
> 2nd level: *animate weapon, battle meditation, stun, stun droid* > 3rd level: *choke, force lightning, force repulse, telekinetic storm* > 4th level: *freedom of movement, force immunity, shocking shield*
> 5th level: *mass animation, stasis, telekinesis* > 6th level: *force chain lightning*
> 7th level: *force lightning cone* > >***Duelist.*** When Sith Duelist is wielding a melee weapon in one hand and no other weapons, he gains a 2+ bonus to damage rolls with that weapon (included, below). > > ***Legendary Resistance (3/Day).*** When Sith Blade Dancer fails a saving throw, he can choose to succeed instead. > >***Unarmored Defense.*** While wearing no armor and not wielding a shield, Sith Duelist adds his Charisma modifier to AC. > >***War Casting.*** When Sith Duelist uses his action to cast a force power, he can cast an at-will force power as a bonus action. > ### Actions > ***Multiattack.*** When Sith Duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack. > > ***Lightfoil*** *Melee Weapon Attack:* +12 to hit, range 5 ft., one target. *Hit* 21 (3d8 + 8) energy damage. > > ___ > ### Reactions > > ***Parry*** When a creature misses Sith Duelist with a melee attack, he can make a lightfoil attack against the creature. >___ > ### Legendary Actions >Sith Duelist 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. Sith Duelist regains spent legendary actions at the start of his turn. > > **Move.** Sith Duelist can move up to his speed without provoking opportunity attacks. > > **Forcecasting.** Sith Duelist can cast an at-will force power. > > **Lightfoil** Sith Duelist makes one Lightfoil attack. > > **Forcecasting (1 legendary action per power level).** Sith Duelist can cast a force power by spending a number of legendary actions equal to the power level.
Villains
\pagebreakNum ### Darth Vader Anakin Skywalker, a Force-sensitive human male, was a Jedi Knight of the Galactic Republic and the Chosen One of the Force. During the Clone Wars, his accomplishments as a battlefield commander earned him the Hero With No Fear moniker. After turning to the dark side of the Force, he became known as Darth Vader—Dark Lord of the Sith and apprentice to Emperor Darth Sidious. As a Sith Lord, Vader turned against his former comrades and hunted the surviving Jedi into near extinction. He became an enforcer of the Galactic Empire, who worked to crush the Alliance to Restore the Republic for opposing his Sith Master's will. Yet despite his actions as Darth Vader, a glimmer of the light side of the Force remained within the former Anakin Skywalker. Skywalker was born in the year 41 BBY before moving to the Outer Rim planet Tatooine during the Age of the Republic. Although he had a mother, the slave Shmi Skywalker, the truth about his parentage was that Anakin had no father—leading Jedi Master Qui-Gon Jinn to suspect that Skywalker's conception was the work of the midi-chlorians. Recognizing the boy's unprecedented connection to the Force, Jinn was determined to see Skywalker trained as a member of the Jedi Order, the task of which ultimately fell to his Padawan Obi-Wan Kenobi following Jinn's death in 32 BBY. Over the next decade, Skywalker rose to become one of the strongest Jedi in galactic history. While he was both caring and compassionate, his fear of loss was ultimately the catalyst for his downfall. During the war, Skywalker trained a Padawan, Ahsoka Tano, who ultimately left the Jedi Order after she was framed for the terrorist attack on the Jedi Temple. The loss of Tano affected Skywalker on a personal level, causing him to feel more isolated and bitter towards the Jedi High Council. With the Clone Wars nearing conclusion, Skywalker succumbed to the temptations of the dark side, believing the Sith had the power to save the life of Senator Padmé Amidala, his secret wife. Christened "Darth Vader" by his new Master Darth Sidious, the newly-minted Sith Lord assaulted the Coruscant Jedi Temple, killing fully-trained Jedi and novice younglings alike. After assassinating the leaders of the Confederacy of Independent Systems, Vader was confronted on Mustafar by his one-time friend and mentor, Kenobi, resulting in a lightsaber duel that left Vader burned and mutilated. As a consequence of his defeat, he was rebuilt as a cyborg and encased in a life-sustaining suit of armor, further distancing the persona of Vader from that of Anakin Skywalker. In addition, Amidala's death in childbirth broke the fallen Jedi Knight's heart, leaving him more machine than man mentally as well as physically. Throughout the Dark Times, the former Anakin Skywalker brought fear to the galaxy in his capacity as the Emperor's dark enforcer. However, in spite of his deep immersion in darkness, Vader never succeeded in fully killing the side of himself that was Skywalker. His confrontation with his son, the aspiring Jedi Knight Luke Skywalker, during the Galactic Civil War awoke the compassion within the Sith Lord, causing Vader to renounce his allegiance to the Sith in order to save Luke from the Emperor's wrath. By killing his Master, however, Vader sustained critical damage to his armor, making death inevitable. Resigned to his fate, his dying wish was to see his son with his own eyes for the first and final time. In the end, he died not as Darth Vader but as Anakin Skywalker, the Chosen One who brought balance to the Force by destroying the Sith. His destiny fulfilled, Skywalker's consciousness was able to endure beyond death due to his sacrifice and redemption, allowing him to live on in spirit alongside his deceased Jedi mentors, Obi-Wan Kenobi and Grand Master Yoda. Yet the legacy of Vader also survived through Kylo Ren, his grandson by Princess Leia Organa. As Vader's descendant, Ren believed it was his destiny to complete his grandfather's legacy: the annihilation of the Jedi Order.
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___ ___ > ## Sith Cyborg >*Medium humanoid (human), Lawful Dark Side* > ___ > - **Armor Class** 20 (+2 Heavy Durasteel armor) or 22 (knight speed) > - **Hit Points** 346 (33d10 + 165) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|25 (+7)|8 (-1)|18 (+4)|16 (+3)|16 (+3)|23 (+6)| >___ > - **Saving Throws** Str +13, Dex +5, Con +10, Int +9, Wis +9, Cha +12 > - **Skills** Athletics +13, Technology +9, Insight +12, Intimidation +18, Investigation +9, Perception +9, Piloting +18 > - **Damage Resistances** fire, cold > - **Damage Immunities** posion; kinetic, energy, and ion from non-enhanced weapons > - **Damage Vulnerabilites** lightning > - **Condition Immunities** blinded, deafened, frightened > - **Senses** darkvision 60 ft., Blindsense 10 ft., passive Perception 18 > - **Languages** Galactic Basic, Huttese, Bith, Sith > - **Challenge** 21 (31,000 XP) > ___ > > ***Channel the Darkness.*** As a bonus action, Sith Cyborg casts *rage* on himself when his hitpoints get below half (173). > >***Double Vision*** During his turn, Sith Cyborg can halve his movement speed in order to immerse himself in the force and protect himself from blaster fire, and therefore can use his reaction to cast the saber reflect power once per turn instead of once per round. > > ***Forcecasting.*** Sith Cyborg is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 57 force points). > >Sith Cyborg knows the following force powers: > > At-will: *affect mind, denounce, force disarm, force push/pull, saber throw, saber reflect* > 1st level: *burst of speed, curse, force jump, sap vitality, sense force, wound*
> 2nd level: *drain vitality, force sight* > 3rd level: *choke, knight speed, horror* > 4th level: *drain life, hysteria, shroud of darkness*
> 5th level: *dominate mind, insanity, siphon life* > 6th level: *crush*
> 7th level: *whirlwind* > > ***Force Resistance*** Whenever Sith Cyborg makes a saving throw against a force power he rolls with advantage. > > ***Force Senses.*** Sith Cyborg has advantage on Wisdom (Perception) Checks. > > ***Legendary Resistance (3/Day).*** If Sith Cyborg fails a saving throw, he can choose to succeed instead. > > ***Scornful Rebuke.*** When a creature hits Sith Cyborg with an attack, it takes 6 psychic damage as long as Sith Cyborg is not incapacitated > > ***Tech Resistance*** Whenever Sith Cyborg makes a saving throw against a tech power he rolls with advantage.
> > ### Actions > ***Multiattack.*** Sith Cyborg can use his Frightful Presence. He then makes three greatsaber attacks or one greatsaber attack and casts a force power. > > ***Frightful Presence*** Each creature of Sith Cyborg's choice that is within 90 feet of Sith Cyborg and aware of him 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 of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sith Cyborg's Frightful Presence for the next 24 hours. > > ***Greatsaber*** *Melee Weapon Attack:* +16 to hit, range 5 ft., one target. *Hit* 23 (2d6 + 7) energy damage plus 18 (4d8) necrotic damage, on a hit a creature makes a DC 20 Wis save or become frightened. > ___ > ### Reactions > > ***Parry*** Sith Cyborg adds 7 to his AC against one melee attack that would hit it. To do so, Sith Cyborg must see the attacker and be wielding a melee weapon. >___ > ### Legendary Actions >Sith Cyborg 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. Sith Cyborg regains spent legendary actions at the start of his turn. > > **Move.** Sith Cyborg can move up to his speed without provoking opportunity attacks. > > **Forcecasting.** Sith Cyborg can cast an at-will force power. > > **Force enhanced Greatsaber (2 legendary actions)** Sith Cyborg makes one Greatsaber attack, while also casting an at-will power. > > **Forcecasting (1 legendary action per power level).** Sith Cyborg can cast a force power by spending a number of legendary actions equal to the power level.
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## Sith Necromancer Dathka Graush was the one who successfully melded spellcasting and alchemy, to perfect necromancy. Sorzus Syn expressed regret at not being able to meet him, and recorded the spell in her journals. Asajj Ventress appeared to learn this ability, bringing up the corpses of Gungans to assist her against the Jedi in the Battle of Ohma-D'un.
___ ___ > ## Sith Necromancer >*Medium humanoid, dark* > ___ > - **Armor Class** 18 (heavy durasteel armor) > - **Hit Points** 105 (14d8+42) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|17 (+3)|14 (+2)|15 (+2)|21 (+5)| >___ > - **Skills** Athletics +7, Lore +8, Perception +12, Stealth +8 > - **Damage Resistances** psychic, necrotic, unenhanced kinetic > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious > - **Senses** darkvision 60 ft., passive Perception 22 > - **Languages** Galactic Basic, Sith > - **Challenge** 15 (13,000 XP) > ___ > ***Legendary Resistance (3/Day).*** If the necromancer fails a saving throw, it can choose to succeed instead. > > ***Master of the Grave.*** While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. > > ***Evasion.*** If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Forcecasting.*** The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC18, +10 to hit with force attacks) and it has 57 force points. > >The necromancer knows the following force powers: > > At-will: *enfeeble, shock, force push/pull, lightning charge, feedback, slow*
> 1st-level: *burst of speed, improved feedback, wound*
> 2nd-level: *animate weapon, affliction*
> 3rd-level: *plague, knight speed*
> 4th-level: *freedom of movement, shocking shield*
> 5th-level: *greater feedback, mass animation*
> 6th-level: *scourge*
> 7th-level: *ruin* > ### Actions > > ***Multiattack.*** The necromancer makes three sith sword attacks. > > ***Sith Sword.*** *Melee Weapon Ateack:* +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage plus 14 (4d6) necrotic damage. > ### Legendary Actions > The necromancer 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 necromancer regains spent legendary actions at the start of its turn. > > ***Sith Sword.*** The necromancer makes a sith sword attack. > > ***At-Will.*** The necromancer casts an at-will force power. > > ***Move.*** The necromancer moves up to its speed without provoking opportunity attacks. > > ***Tsaiwinokka Hoyakut (Costs 3 Actions).*** Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.
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## Sith Zombie Tsaiwinokka Hoyakut or Reanimated Dead, was a spell that could be used to create undead. This complex spell could awaken the freshly-dead and skeletons, transforming them into an unstoppable legion impervious to pain and capable of transmitting a necromantic infection through biting. These wounds became infected with Sith alchemical elements that would induce transformation into the undead. Sith zombies served as guardians of the tombs of Sith Lords in the Valley of Golg and the Valley of the Dark Lords. The zombies' limited intelligence allowed them to wield weapons. This and their intimidating presence ensured that few sentients prevailed during an encounter with the creatures. The zombies' physical appearances varied widely, depending on their former species and gender. Moreover, their original features were distorted depending on damage sustained during battle and by the ravages of time, as the zombies were capable of laying dormant for extended durations. There had been accounts of beings who had been felled during battle and had risen almost immediately with missing limbs and massive gaping wounds. Others had observed that the zombies were little more than half-rotted husks that emanated a horrid stench and moved with an odd shuffling gait. With the metamorphosis into a zombie, the creature gained heightened visual acuity in the dark and strength superior to that of living beings. \columnbreak
___ > ## Sith Zombie >*Medium undead, neutral dark* > ___ > - **Armor Class** 8 > - **Hit Points** 22 (3d8+9) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Wis +0 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands the languages of its conjurer > - **Challenge** 1/4 (50 XP) > ___ > ***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage and 2 necrotic damage.
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## Yuuzhan Vong The Yuuzhan Vong—"Children of Yun-Yuuzhan", also called the Chosen Race, known to the Chiss and Ferroans as the Far Outsiders, and sometimes incorrectly abbreviated to Vong (which implied that one was disowned by their family and their gods)—were a sentient species that nearly destroyed the New Republic, and were responsible for the deaths of nearly 365 trillion sentient beings during their invasion of the galaxy. ***Biology & Appearance.*** The Yuuzhan Vong are humanoids that are taller and of heavier build than the average Human. Yuuzhan Vong also have a life span generally around three times that of a Human's. Yuuzhan Vong have sloping, almost ridge-like foreheads. Some have pointed ears, while some do not. This disparity could be due to ritual mutilations, or a genetic variation; there is no conclusive evidence as to what the species' norm is. Yuuzhan Vong also have short, stub-like noses, making their faces appear skull-like. They usually have black hair, though in lesser amounts on both the head and body than Humans, but often wear it much longer than them, unless completely bald. Small blue sacks can be found under the eyes of the Yuuzhan Vong, and they are often considered a mark of beauty. These eyesacks expand and contract to reflect a Yuuzhan Vong's mood. The most common skin tones among the Yuuzhan Vong are gray and yellow, and their blood is jet black. The Yuuzhan Vong nervous system is very conductive, as if it was made specifically for feeling pain. ***The Force.*** Perhaps the most notable and most objectionable trait of the Yuuzhan Vong is that they are outside of the Force: they have no Force presence that can be sensed, and are unaffected by most Force powers that are targeted directly at them. Any attempt to sense their motivation or truthfulness or to determine their next course of action is futile. Although it is not possible to affect the Yuuzhan Vong directly through the use of the Force, it is possible to use indirect means to accomplish such a task, such as manipulating an object through telekinesis and throwing it at a Yuuzhan Vong, which would injure them, or by controlling the air in an attempt to increase the pressure, thus allowing a Jedi to, in effect, crush the Yuuzhan Vong. ***Culture.*** Yuuzhan Vong culture is centered on sacrifice, their gods, and the philosophy of pain. They glorify pain; not as a motive for action, but as a state of living. They believe that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. By remaking their own bodies, they are becoming closer to their deities. However, they never maim their bodies in a manner that would permanently hinder their ability to function. Individual Yuuzhan Vong have mottling or scarring, and sweeping tattoos. The more elite individuals are even known to graft organs from other creatures into their bodies. Devotional practices to the gods call for bloodletting at prayer times. The Yuuzhan Vong employ a caste system including warriors, shapers, priests, intendants and workers. Love affairs between two different castes is considered forbidden. They also greatly believe in honor: even under interrogations, the word of a Yuuzhan Vong is high, and, if they promise respite to their victims for revealing information, they typically keep their word. There also exists a similar concept to the Wookiee Life debt, which is known as Us-hrok.
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\pagebreakNum ***Technology.*** The Yuuzhan Vong have a fanatical hatred of machines, believing them to be abominations and an affront to their gods. Machines do not die, meaning that they are capable of replacing organic life—which is something the Yuuzhan Vong would never allow. ### Amphistaff Like all Yuuzhan Vong biotechnology, amphistaffs were fully organic beings native to the Yuuzhan Vong homeworld. Young amphistaffs grew in trios from leathery polyps, reaching out and snatching whatever prey could be found and redirecting it into the polyp's gaping maw, known as the groundmouth, thus feeding all four entities simultaneously. Eventually the amphistaffs lengthened to around 2 to 3 meters, too large for their polyp to support them. They would break off, escaping their amphistaff breeding gla, and slither into the wilderness leaving the polyp to die. Amphistaffs saw in infrared light. ### Warrior Caste The warrior caste served as the armies of the Yuuzhan Vong and was one of the largest castes who essentially served as the military branch of their race. Members of the caste were trained from an early age to excel in combat. Warriors were also more aggressive than other Yuuzhan Vong. Their chief weapon was the amphistaff, which resembled a deadly serpent capable of spitting venom or coiling around foes. The warriors were devotees of the Slayer, Yun-Yammka, and sought honor in combat. They wore the living vonduun crab armor which was capable of resisting blaster fire or lightsabers. This armor did have weak points, such as points at the armpit and areas of the inner hip where the shell's segments joined. Ranks of the warrior caste included the Warmaster, Supreme Commander, Commander, Subaltern and Warrior.
___ ___ > ## Amphistaff >*Small beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 13 (3d6 + 3) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|16 (+3)|12 (+1)|2 (-4)|10 (0)|3 (-4)| >___ > - **Damage Immunities** energy, poison; ion and kinetic from unenhanced weapons > - **Condition Immunities** poisoned > - **Senses** truesight 30 ft., passive Perception 10 > - **Languages** — > - **Challenge** 2 (450 XP) > ___ > ***Shaped Fortitude.*** If damage reduces the amphistaff to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the amphistaff drops to 1 hit point instead. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Spit Poison.*** *Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failed save, the target takes 10 (3d6) poison damage and is blinded for 1 minute. On a successful one, the target takes half as much damage and isn't blinded. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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>### Vongsense > >Vongsense is a power which enables a being to sense Yuuzhan Vong telepathically. This ability was discovered by Anakin Solo after he attuned a lambent crystal to him and then repaired his lightsaber using it. In some ways, this ability worked similarly to the Force, but only relating to the Yuuzhan Vong and their biots. > >This ability was fairly rare, although it was also possessed by Tahiri Veila, Finn Galfridian and by Anakin's brother Jacen. This was because forming it required a physical or mental connection of sorts to Yuuzhan Vong biotechnology. In Anakin's case, this was the lambent crystal; in Tahiri's, the vivisection she had suffered as the captive of Mezhan Kwaad; and in Jacen's, the similar ordeal he had undergone at the hands of Vergere. > >Jedi practitioners have to temporarily abandon their connection with the Force in order to use Vongsense.
___ ___ > ## Yuuzahn Vong Warrior >*Medium humanoid (yuuzahn vong), chaotic neutral* > ___ > - **Armor Class** 17 (vonduun half plate armor) > - **Hit Points** 44 (8d8 + 8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|12 (+1)|13 (+1)|13 (+1)|11 (0)| >___ > - **Saving Throws** Str +5, Con +4 > - **Damage Resistance** force > - **Damage Immunities** energy while in vonduun armor > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Yuuzhan Vong > - **Challenge** 5 (1,800 XP) > ___ > ***Limited Force Immunity.*** The warrior can't be affected or detected by force powers of 2nd level or lower. It has advantage on saving throws against all other force powers and effects. > > ***Transform Amphistaff.*** As a bonus action, the warrior can change the form of its amphistaff. > > ### Actions > ***Multiattack.*** The warrior can make two melee weapon attacks. > > ***Amphistaff (Spear Form).*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or 20/60 ft., one target. *Hit:* 5 (1d6 + 2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Amphistaff (Staff Form).*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) kinetic damage, or 7 (2d4 + 2) kinetic damage if used with two hands to make a melee attack. > > ***Amphistaff (Whip Form).*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 4 (1d4 + 2) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
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___ > ## Yuuzahn Vong Warlord >*Medium humanoid (yuuzahn vong), chaotic neutral* > ___ > - **Armor Class** 18 (vonduun plate armor) > - **Hit Points** 98 (13d8 + 39) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|13 (+1)|14 (+2)|15 (+2)| >___ > - **Saving Throws** Str +6, Con +6 > - **Damage Resistance** force > - **Damage Immunities** energy while in vonduun armor > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Yuuzhan Vong > - **Challenge** 11 (7,200 XP) > ___ > ***Limited Force Immunity.*** The warlord can't be affected or detected by force powers of 5th level or lower. It has advantage on saving throws against all other force powers and effects. > > ***Martial Advantage.*** Once per turn, the warlord can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the warlord that isn't incapacitated. > > ***Transform Amphistaff.*** As a bonus action, the warlord can change the form of its amphistaff. > > ### Actions > ***Multiattack.*** The warlord can make three melee weapon attacks. > > ***Amphistaff (Spear Form).*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or 20/60 ft., one target. *Hit:* 6 (1d6 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Amphistaff (Staff Form).*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) kinetic damage, or 8 (2d4 + 3) kinetic damage if used with two hands to make a melee attack. > > ***Amphistaff (Whip Form).*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. > > ***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the warlord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the warlord. A creature can benefit from only one Leadership die at a time. This effect ends if the warlord is incapacitated. > > ### Reactions > ***Parry.*** The warlord adds 3 to its AC against one melee attack that would hit it. To do so, the warlord must see the attacker and be wielding a melee weapon.
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\pagebreakNum ## Zakkeg Zakkegs are rare alpha-predators indigenous to Dxun. Huge, armored quadrupeds, they are solitary and territorial. Even Mandalorians are impressed by someone who kills a Zakkeg, and one could gain great honor for proving one's success. They prey upon most creatures which they can catch, including cannoks, maalraas and even bomas. ***Popular Culture.*** Zakkegs are known for being crafty and stubborn. The mercenary Saponza compared the Tusken Raider known as the Jundland General to a zakkeg after discovering that he had several heavily fortified bases. Associates of the smuggler Liana Kor described her as being as "stubborn as a zakkeg, and twice as mean."
>*"Its a huge, red lizard that's built like a Baragwin battle tank. It has a hide so thick it might as well be durasteel plating."* > >―Mandalorian guard captain \columnbreak
___ > ## Zakkeg >*Large beast, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 76 (8d10 + 32) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|6 (-2)|18 (+4)|2 (-4)|11 (0)|4 (-3)| >___ > - **Saving Throws** Str +7 > - **Damage Resistance** energy, ion, and kinetic from unenhanced weapons > - **Senses** passive Perception 10 > - **Languages** — > - **Challenge** 7 (2,900 XP) > ___ > ***Keen Smell.*** The zakkeg has advantage on Wisdom (Perception) checks that rely on smell. > > ***Spiked Hide.*** Any creature that grapples the zakkeg takes 4 (1d8) kinetic damage at the end of its turn. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) kinetic damage.
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\pagebreakNum # In progress... \pagebreakNum >## Enhanced Humanoids > >For those willing to make the sacrifice of flesh and expense, the humanoid body can be "upgraded." Some enhancements are innocuous: the Shepherd chip in military personnel, e.g. Others involve modifying limbs and internal organs. Available enhancements include skeletal reinforcement, subcutaneous comm. hardware, and weapon mounts. Enhancements can drain the body's resources, and recipients frequently suffer debilitating physical or mental side effects. > >***Notable Enhanced.*** To save his life, a young Dengar was forced to undergo Imperial experimentation. The emotional centers of his brain were removed, leaving him an emotionless killer with only rage, hope and, accidentally, loneliness, remaining. He was also fitted with enhanced eyes and ears, enhanced strength and reflexes, and a drug-induced flawless memory, leaving him susceptible to hallucinations. ___ > ## Elite Enhanced Hunter >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 19 (+3 battle armor) > - **Hit Points** 156 (14d8 + 84) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|20 (+5)|14 (+2)|16 (+3)|9 (-1)| >___ > - **Saving Throws** Str +9, Dex +9 > - **Skills** Athletics +9, Technology +7, Insight +8, Investigation +7, Perception +8, Piloting +7, Stealth +9, Survival +8 > - **Senses** passive Perception 16 > - **Languages** Galactic Basic, Huttese > - **Challenge** 12 (8,400 XP) > ___ > ***Cunning Action.*** On each of his turns, the Hunter can use a bonus action to Dash or Disengage. > > ***Keen Senses.*** The Hunter has advantage on Wisdom (Perception) Checks. > > ***Legendary Resistance (2/Day).*** If The Hunter fails a saving throw, he can choose to succeed instead. > > ***Precision Shot (4/day).*** The Hunter can roll his next ranged attack with advantage. > > ***Sharpshooting Mastery.*** The Hunter's ranged attacks ignore half-cover and three-quarters cover. He does not get disadvantage on his ranged weapon attack rolls while attacking at long range. > > ### Actions > ***Multiattack.*** The Hunter makes three blaster rifle attacks or three melee weapon attacks. > > ***+3 Heavy Blaster Rifle.*** *Ranged Weapon Attack:* +14 to hit, range 150/600 ft., one target. *Hit* 27 (3d10 + 9) energy damage. >
___ > ***Rifle Bash.*** *Melee Weapon Attack*: +9 to hit, one target. *Hit* 15 (2d6 + 8) kinetic damage. Target must make a DC 15 Constitution saving throw or become dazed. > > ***Fire Blade.*** *Melee Weapon Attack*: +9 to hit, one target. *Hit* 8 (1d6 + 4) kinetic damage and 15 (3d6 + 5) fire damage. > > ***Mini Grenades (1/day).*** *Ranged Weapon Attack:* DC 17 Dexterity saving throw, range 45 ft., 10ft radius. *Hit* 35 (10d6) kinetic damage. *Miss:* Half damage. > > ***Smoke Grenade (1/day).*** *Ranged Attack:* 15ft radius sphere of fog within 45 ft. lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 15 Constitution saving throw. *Hit* 18 (4d8) poison damage and Poisoned. *Miss:* Half damage. > > ### Reactions > > ***Retaliatory Strike.*** If a melee attack misses the Hunter, he can use his reaction to make a rifle bash attack against that creature. > > ### Legendary Actions > The Hunter can take 2 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 Hunter regains spent legendary actions at the start of his turn. > > > **Heavy Fire.** The Hunter makes one heavy blaster rifle attack. > > **Grenades (Costs 2).** The Hunter can use either of his grenade attacks.
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___ > ## Enhanced >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 19 (+3 battle armor) > - **Hit Points** 156 (14d8 + 84) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|20 (+5)|14 (+2)|16 (+3)|9 (-1)| >___ > - **Saving Throws** Str +9, Dex +9 > - **Skills** Athletics +9, Technology +7, > - **Senses** passive Perception 16 > - **Languages** Galactic Basic, Huttese > - **Challenge** 12 (8,400 XP) > ___ > > > ### Actions > \columnbreak
___ > ## Enhanced >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 19 (+3 battle armor) > - **Hit Points** 156 (14d8 + 84) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|20 (+5)|14 (+2)|16 (+3)|9 (-1)| >___ > - **Saving Throws** Str +9, Dex +9 > - **Skills** Athletics +9 > - **Senses** passive Perception 16 > - **Languages** Galactic Basic, Huttese > - **Challenge** 12 (8,400 XP) > ___ > > > ### Actions >
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___ ___ > ## Jedi Commander >*Medium humanoid (human), lawful light* > ___ > - **Armor Class** 16 (battle armor) or 18 (knight speed) > - **Hit Points** 255 (30d10 + 90) > - **Speed** 30 ft. walk >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|14 (+2)|16 (+3)|16 (+3)|22 (+6)|17 (+3)| >___ > - **Saving Throws** Str. +11, Dex +8, Con +9, Wis +12 > - **Skills** Acrobatics +8, Athletics +11, Insight +12, Perception +12, Stealth, +8, Survival +12 > - **Damage Resistances** kinetic and energy damage from unenhanced weapons, damage from force powers > - **Senses** darkvision 60 ft., passive Perception 18 > - **Languages** Galactic Basic, any one other > - **Challenge** 20 (25,000 XP) > ___ > > ***Forcecasting.*** Jedi Commander is a 16th-level forcecaster. His forcecasting ability is Wisdom (force save DC 20, +12 to hit with force attacks, 70 force points). > >Jedi Commander knows the following force powers: > > At-will: *affect mind, force disarm, force push/pull, mind trick, saber reflect* > 1st level: *burst of speed, force jump, force throw, heal, heroism, sense force, slow descent*
> 2nd level: *calm emotions, coerce mind, force barrier, force enlightenment, force sight, rescue, restoration, stun droid* > 3rd level: *force repulse, knight speed* > 4th level: *disable droid, force immunity, freedom of movement*
> 5th level: *improved force barrier, telekinesis* > 6th level: *true sight*
> 7th level: *destroy droid*
> 8th level: *master force barrier* > > ***Legendary Resistance (3/Day).*** When Jedi Commander fails a saving throw, he can choose to succeed instead. > > > ### Actions > ***Multiattack.*** Jedi Commander makes three Saber Attacks or casts a force power and makes a Saber Attack. > > ***Saber*** *Melee Weapon Attack:* +11 to hit, range 5 ft., one target. *Hit* 16 (2d10 + 5) energy damage. > > ***Leadership (1/Rest).*** For 1 minute, the Jedi Commander 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 Jedi Commander. A creature can benefit from only one Leadership die at a time. This effect ends if the Jedi Commander is incapacitated. > ___ > ### Reactions > > ***Force Shield*** Jedi Commander adds 6 to his AC against an attack that would otherwise hit him. >___ > ### Legendary Actions >Jedi Commander 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. Jedi Commander regains spent legendary actions at the start of his turn. > > ***Move.*** Jedi Commander can move up to his speed without provoking opportunity attacks. > > ***Forcecasting.*** Jedi Commander can cast an at-will force power. > > ***Forcecasting (1 legendary action per power level).*** Jedi Commander can cast a force power by spending a number of legendary actions equal to the power level. > > ***Saber.*** Jedi Commander makes one Saber attack.
Villains
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