Class/Archetype inspired monsters for SW5e

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Monster Creator
Shistavanen Assault Specialist zheadings
Lasat Guardian zheadings
Nightbrother zheadings
Focused Jedi Adept zheadings
Noghri Lethal Assassin Aeryn
Teras Kasi Master Aeryn
Jedi Combat Healer zheadings
Armstech Specialist Aeryn
Human Ambush Master zheadings
Master Tactician Aeryn
Augmented Wookiee Berserker zheadings

Shistavanen Assault Specialist

Medium humanoid (Shistavanen), any alignment


  • Armor Class 19 (heavy durasteel)
  • Hit Points 143 (22d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 11 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +6, Con +6
  • Skills Athletics +6, Intimidation +5, Perception +6
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 9 (5,000 XP)

Indomitable (2/day). The assault specialist rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the assault specialist can regain 20 hit points.

Brute Force. The assault specialist deals an additional 1d6 damage when it hits with any attack (included in the attacks).

Pushing Attack (2/day). When the assault specialist hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d4 damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet away from the assault specialist.

Brutish Durability. Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.

Actions

Multiattack. The assault specialist makes three attacks with its assault cannon or vibroblade.

Assault Cannon. Ranged Weapon Attack: +11 to hit, Range 80/320 ft., one target. Hit: 14 (1d10+1d6+5) energy damage.

Burst. The assault specialist sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 19 Dexterity saving throw, taking 14 (1d10+1d6+3) energy damage on a failed save, or half as much on a successful one.

Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8+1d6+5) kinetic damage.

Reactions

Regenerative. When the assault specialist takes damage, it can use its reaction to regain 7 (1d10+2) hit points as long as the triggering damage would not have reduced the assault specialist to 0 hp.



Lasat Guardian

Medium humanoid (lasat), any light alignment


  • Armor Class 18 (heavy durasteel) or 20 (knight speed)
  • Hit Points 236 (36d8+72)
  • Speed 30 ft., climbing 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 14 (+2) 11 (+0) 18 (+4) 12 (+1)

  • Saving Throws Con +6, Cha +5
  • Skills Athletics +6, Insight +8, Perception +8, Persuasion +5
  • Condition Immunities charmed, frightened
  • Senses Darkvision 60 ft,. passive Perception 18
  • Languages Galactic Basic, Lasat, and one other
  • Challenge 12 (8,400 XP)

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

Lend Aid. As a bonus action, the lasat guardian can heal a creature within 5 feet of itself for 17 hit points.

Relentless. The lasat guardian has advantage on initiative rolls and gains 10 additional feet of movement on its first turn in combat.

Aura of Protection. The lasat guardian's immunity to the charmed and frightened conditions extends to creatures friendly to the guardian while they are within 5 feet of it.

The Way of the Vornskr (1/day). The lasat guardian takes a savage stance, designating one creature it can see within 10 feet of it as its prey for 1 minute. The lasat guardian has advantage on attack rolls against the creature. If the target drops to 0 hit points, the lasat guardian can use a bonus action on a subsequent turn to mark a new creature.

Force-Empowered Strikes. The lasat guardian deals an extra 1d8 weapon damage when it hits with a melee attack (included in the attacks). Additionally, the lasat guardian can expend force points to deal additional damage to the target. The extra damage is 2d8 for a 1st-level force slot, plus 1d8 for each slot level higher than 1st, to a maximum of 5d8. The damage is the same type as the weapon’s damage.

Forcecasting. The lasat guardian is a 13th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 16, +8 to hit with force attacks, 26 force points).

The lasat guardian 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, heal, sense force, slow descent

2nd level: calm emotions, coerce mind, force enlightenment, force sight, rescue, stun droid

3rd level: force repulse, knight speed

4th level: force immunity

Actions

Multiattack. The lasat guardian makes two attacks with its doublesaber.

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

Bonus Actions

Doublesaber. The lasat guardian may make an addition doublesaber attack.

Reactions

Opportunity Attack. When making an opportunity attack, the lasat guardian can attack twice, once with each side of its doublesaber.


Nightbrother

Medium humanoid (Zabrak), chaotic dark


  • Armor Class 16 (Unarmored Defense)
  • Hit Points 76 (8d8+32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 8 (-1) 11 (+0) 14 (+2)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Nature +2, Intimidation +5
  • Damage Resistances Kinetic and Energy
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic and Zabraki
  • Challenge 6 (2,300 XP)

Danger Sense. The nightbrother has advantage on dexterity saving throws against effects it can see.

Feral Instinct. The nightbrother has advantage on initiative checks.

Second Heart (1/day). When the nightbrother is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead.

Forcecasting. The nightbrother is a 8th-level forcecaster. Its forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks, 8 force points).

The nightbrother knows the following force powers:

At-will: force push/pull, shock, force disarm, slow, lightning charge

1st-level: sap vitality, hex, wound

2nd-level: dark shear

Actions

Multiattack. The nightbrother makes two vibromace attacks, or casts a force power with a casting time of one action and makes one vibromace attack.

Vibromace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) kinetic damage.


Focused Jedi Adept

Medium humanoid (Nautolan), any light alignment


  • Armor Class 15 (18 with battle precognition)
  • Hit Points 131 (20d8+40)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 12 (+1) 17 (+3) 13 (+1)

  • Saving Throws Dex +8, Cha +6
  • Skills Acrobatics +8, Perception +6, Persuasion +4
  • Senses Darkvision 60 ft.
  • Languages Galactic Basic and Nautila
  • Challenge 7 (2,900 XP)

Amphibious. The Jedi adept can breathe air and water.

Kinetic Combat. When the Jedi adept takes the attack action or casts the force power burst, it can make one weapon lightfoil attack as a bonus action. This attack deals 8 (1d6 + 5) energy damage.

Force-Empowered Self. When the Jedi adept uses its Kinetic Combat feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

Deflection. The Jedi adept can roll 1d6 and add it to its AC against one attack before the start of its next turn.

Double Strike. The Jedi adept can deal an additional 1d6 to the target of its kinetic combat attack.

Slow Time. The Jedi adept increases its speed by 5 x 1d6.

Blade Dance. When the Jedi adept deals damage to a target within 5 ft. of it, it can move up to 10 ft. without provoking opportunity attacks.

Blade Storm. Once per turn, when the Jedi adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 8 (1d6 + 5) energy damage.

Forcecasting. The Jedi adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks, 20 force points).

The Jedi adept knows the following force powers:

At-will: burst, force disarm, force push/pull, saber reflect, saber ward

1st-level: battle precognition, cloud mind, heal, project, sanctuary, sense emotion, sense force, slow descent

2nd-level: danger sense, animate weapon, force camouflage, force sight

3rd-level: force repulse, sever force, knight speed

Actions

Multiattack. The Jedi adept makes two lightfoil attacks.

Lightfoil. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target. Hit: 9 (1d8+5) energy damage.


Noghri Lethal Assassin

Medium humanoid (Noghri), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 110 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

  • Saving Throws Dex +8 Int +4
  • Skills Perception +10, Stealth +11, Survival +10, Acrobatics +8
  • Senses passive Perception 20
  • Languages Basic, Honorghran
  • Challenge 6 (2,300 XP)

Powerful Leap. If the Assassin jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the Assassin can attempt to shove the target prone as part of the same attack.

Strong-Legged. When the Assassin makes a long jump, it can leap up to 30 feet. When the Assassin makes a high jump it can leap up to 9 feet in the air.

Cunning Action. On each of The Assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The Assassin deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Assassinate. The Assassin has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit you score against a creature that is surprised is a critical hit.

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

Actions

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

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

Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft melee or range 20/60ft., one target in range. Hit: 7 (1d4+5) kinetic damage.

Reactions

Uncanny Dodge. The Assassin halves the damage that she takes from an attack that hits her. The Assassin must be able to see the attacker.



Teras Kasi Master

Medium humanoid (Kel Dor), any alignment


  • Armor Class 19 (Unarmored Defense)
  • Hit Points 90 (12d8+36)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

  • Saving Throws Str +5, Dex +8
  • Skills Perception +7, Stealth +8, Insight +8, Acrobatics +8
  • Damage Resistance necrotic
  • Senses Darkvision 60ft., passive perception 17
  • Languages Basic, Kel Dor
  • Challenge 8 (3,900 XP)

Life in the Void. The Master can survive for one hour within the vacuum of space.

Telepathy. The Master can communicate telepathically with creatures within 30 feet. It must share a language with the target in order to communicate in this way.

Unarmored Movement. The Master is able to move along vertical surfaces and across liquids on it's turn without falling during the move.

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

Wholeness of Body (1/day) As an action the Master can regain 27 hit points.

Stunning Strike (3/day). On a successful hit with a melee weapon attack the Master can attempt to stun its target. The target must succeed on a DC 15 Constituition save or be stunned until the end of the Master's next turn.

Patient Defense (3/day). The Master can use its bonus action to take the Dodge action

Step of The Wind (3/day). The Master can either take the Dash or Disengage action as a bonus action on its turn.

Actions

Multiattack. The Assassin makes two attacks with his vibrostaff and two bonus action unarmed strikes.

Vibrostaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (2d4+5) kinetic damage.

Unarmed Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit 8 (1d6+5) kinetic damage. If the target is a creature, the Master can choose one of the following additional effects.

-The target must Succeed on a DC 15: Strength saving throw or be knocked 15ft away from the Master.

-The target must Succeed on a DC 15: Dexterity saving throw or be knocked prone.

-The target can't take reactions until the end of the Master's next turn.

Reactions

Deflect Missles. When hit by a ranged attack the Master can use his reaction to deflect the attack. Damage taken from the attack is reduced by 1d10+14. If damaged is reduced to 0 and the damage is energy or ion the Master can make a ranged attack to deflect the projectile.

Slow Fall. The Master can use its reaction when it falls to reduce any falling damage by 40 hp.



Jedi Combat Healer

Medium humanoid (human), lawful light


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 140 (21d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 20 (+5) 12 (+1)

  • Saving Throws Wis +8, Cha +4
  • Skills Insight +8, Lore +4, Persuasion +4
  • Senses passive Perception 15
  • Languages Galactic Basic and one other
  • Challenge 6 (2,300 XP)

Defiant (recharges on a short or long rest). The healer can roll 1d4 and add it to a skill check or saving throw.

Disciple of Life. When the healer casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the consular regain additional hit points equal to 2 + the power's level.

Force-Empowered Casting. The the healer casts a force power, it can expend additional force points to modify the power, chosing one of the following options:

Heightened Power. When the healer casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the healer casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Forcecasting. The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks, 45 force points).

The healer knows the following force powers:

At-will: Force Push/Pull, Give Life, Guidance, Saber Reflect, Saber Ward, Spare the Dying

1st-level: Battle Precognition, Heal, Project, Sanctuary

2nd-level: Rescue, Restoration, Stun

3rd-level: Beacon of Hope, Remove Curse, Share Life

4th-level: Aura of Purity, Force Immunity, Freedom of Movement

5th-level: Improved Heal

Actions

Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage.

Preserve Life (5/day). The healer can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

Reactions

Force Shield (3/day). When the healer is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.



Armstech Specialist

Medium Humanoid (duros), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 98 (13d8+39)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 20 (+5) 14 (+2) 12 (+1)

  • Saving Throws Con +6, Int +8
  • Skills Technology +8, Piloting +8, Acrobatics +8, Perception +5, Stealth +8
  • Senses darkvision 60ft passive Perception 16
  • Languages Galactic Basic, Durese
  • Challenge 6 (2,300 XP)

Tech Resistance. The Specialist has advantage on saving throws against tech powers.

Potent Aptitude (3/day). The Specialist can use its bonus action to give one of its allies a d10 to roll for any ability check, attack roll, or saving throw.

Close Call (3/day). When the specialist misses on an attack roll, it can roll a d10 and add the result to the attack roll.

Tech Casting. The specialist's is an 11th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks, 44 tech points).

The specialist knows the following powers:

At Will: combustive shot, targeting shot, assess the situation

1st Level: target lock, tracer bolt, absorb energy, energy shield, charge powercell

2nd Level: translocate, infiltrate, smuggle

3rd Level: explosion, cryogenic suspension, debilitating gas, tech override

4th Level: cloaking screen, salvo, corrosive sphere

5th Level: greater translocate, shutdown, paralyze creature

6th Level: disintegrate, firestorm

Weapons Tech Enhancements. The Specialist has the following weapon enhancements:

Accuracy Scope. Specialist gains a +2 to attack rolls (included).
Amplifying Barrel. Specialist gains a +2 to attack damage (included).
Bayonet. Specialist can make melee attacks with the finesse property utilizing his sniper rifle.
Booming Strikes.
Once per turn, when the Specialist hits with the weapon, he can deal an additional 1d6 damage (included). The weapon makes a loud boom which can be heard 100 feet away. If the Specialist is hidden, Intelligence (Investigation) and Wisdom (Perception) checks made to locate you that rely on sound have advantage.
Overcharge Weapon. The Specialist can expend one tech slot to deal additional damage to the target. The extra damage is 1d6 for a 1st-level tech slot, plus 1d6 for each slot level higher than 1st, to a maximum of 5d6. The damage is the same type as the weapon damage. You can add this damage to the extra damage of your Booming Strikes.

Actions

Sniper Rifle. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit 22 (1d12+3d6+7) energy damage.

Bayonet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 16 (1d6+2d6+7) kinetic damage.

Reactions

Snap Fire. The Specialist can use its reaction to take a opportunity attack with its modified weapon if an enemy comes within 10 ft of it. The Specialist has disadvantage on this attack.



Human Ambush Master

Medium humanoid (Human), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 151 (23d8+46)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 12 (+1)

  • Saving Throws Str +5, Dex +9
  • Skills Athletics +5, Perception +10, Stealth +13, Survival +6
  • Senses Darkvision 60 ft., passive Perception 20
  • Languages Galactic Basic and one other
  • Challenge 9 (5,000 XP)

Defiant (1/day). The ambush master can roll 1d4 and add it to a skill check or saving throw.

Swift Responder. The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.

Ranger's Quarry (3/day). Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals and addtional 1d8 weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry on the same planet as it.

Accomplished Ambusher. When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.

Mark of the Stalker. When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.

Concealment. While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.

Hidden Crippler (3/day). When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.

Techcasting. The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks, 18 tech points).

The ambush master knows the following tech powers:

At-will: electroshock, encrypted message, minor hologram, vortex shot

1st-level: alarm, element of surprise, target lock

2nd-level: charge power cell, detect invisibility, paralyze humanoid

3rd-level: greater hologram

Actions

Multiattack. The ambush master makes two weapon attacks.

Sniper Rifle. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d12+5) energy damage.

Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.



Master Tactician

Medium Humanoid (bothan), any alignment


  • Armor Class 17 (heavy combat suit)
  • Hit Points 83 (11d8+33)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2)

  • Saving Throws Dex +7, Int +8,
  • Skills Deception +8, Insight +8, Investigation +11, Lore +11, Perception +8
  • Damage Resistances psychic
  • Senses Passive Perception 18
  • Languages Basic, Bothese
  • Challenge 6 (2,300 XP)

Naturally Stealthy. The tactician can attempt to hide even when it is obscured only by a creature that is its size or larger.

Nimble Escape. The tactician can take the Disengage or Hide action as a bonus action on each of its turns.

Multitasker. The tactician can take a second reaction each round. It can only take one reaction per turn.

Critical Analysis As a bonus action the Tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:

After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.

After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.

Pushing Attack (2/day). When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 1d10 weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.

Trip Attack (2/day). When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 1d10 weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.

Discoveries. The tactician is able to utilize the following discoveries:

Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.
Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.
Targeted Analysis. Attack rolls against the target of the tactician's critical analysis cannot suffer from disadvantage.
Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.

Actions

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

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

Reactions

Fire As One. Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.

Riposte (2/day). Once per a turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an addition 1d10 weapon damage.


Augmented Wookiee Berserker

Medium humanoid (wookiee), any alignment


  • Armor Class 17 (natural armor)
  • Hit Points 154 (18d8+72)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 10 (+0) 13 (+1) 11 (+0)

  • Saving Throws Str +9, Con +8
  • Skills Acrobatics +6, Athletics +9, Nature +4, Perception +5
  • Damage Resistances Energy and Kinetic
  • Damage Immunities Poison
  • Condition Immunities Poison, disease
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Shryiiwook, Galactic Basic (understands but can't speak)
  • Challenge 10 (5,900 XP)

Treeclimber. The augmented wookiee berserker has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Wrathful Combatant. The augmented wookiee berserker's melee attacks deal +3 damage (included in the attack). Additionally, the augmented wookiee berserker has advantage on all Strength checks and saving throws as long as he is not incapacitated.

Danger Sense. The augmented wookiee berserker has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

Feral Instinct. The augmented wookiee berserker has advantage on initiative checks.

Brutal Critical. The augmented wookiee berserker rolls two additional damage dice on a critical hit.

Relentless Rage. When the augmented wookiee berserker is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the augmented wookiee berserker finishes a short or long rest.

Holoskin Emitters. Any creature within 5 feet of the augmented wookiee berserker that is hostile to it has disadvantage on attack rolls against creatures other than the augmented wookiee berserker or another creature with this ability.

Actions

Multiattack. The augmented wookiee berserker makes three attacks with its unarmed strike.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) kinetic damage.


Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description ' style='width:370px'>

 

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