Sith Crusader
Medium humanoid, lawful dark
- Armor Class 18 (fiber armor, +1 two-weapon mastery, 20 with knight speed)
- Hit Points 213 (25d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 20 (+5)
- Saving Throws Dex +12, Con +11, Wis +12, Cha +12
- Skills Acrobatics +12, Athletics +11, Insight +12, Intimidation +12, Perception +12, Stealth +12
- Damage Resistances kinetic and energy damage from unenhanced attacks
- Condition Immunities frightened
- Senses passive perception 22
- Languages Binary, Galactic Basic, Huttese, Mando’a, Selkath, Shyriiwook, Sith
- Challenge 22 (41,000 XP)
Forcecasting. The Sith Crusader is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Sith Crusader knows the following force powers:
At-will: affect mind, denounce, force push/pull, saber reflect, saber ward
1st-level: force body, force jump, hex, phasestrike, wound
2nd-level: darkness, force throw, mind spike, phasewalk
3rd-level: choke, force lightning, force suppression, knight speed, sever force
4th-level: dominate beast, force immunity, shocking shield
5th-level: improved phasestrike, improved phasewalk, telekinesis
6th-level: crush, force chain lightning, improved force immunity
7th-level: force lightning cone, ruin
8th-level: death field, master force immunity
9th-level: force storm, master feedbackForce-enhanced Strikes. The Sith Cusader deals an additional 2d8 when it hits with a weapon attack (already included).
Force Resistance. The Sith Crusader has advantage on saving throws against force powers.
Legendary Resistance (3/Day). If the Sith Crusader fails a saving throw, it can choose to succeed instead.
Two-Weapon Fighting. The Sith Crusader can add it's ability modifier to the damage of it's two-weapon fighting attack.
Two-Weapon Mastery. When the Sith Crusader engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus.
War Caster. The Sith Crusader has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an attack of opportunity, the Sith Crusader can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.
Actions
Multiattack. The Sith Crusader makes two lightsaber attacks an can choose to make one lightsaber attack or two offhand lightsaber attacks, or it casts a force power and makes an attack.
Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) energy damage.
Off-hand Lightsaber. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) energy damage.
Legendary Actions
The Sith Crusader 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 Sith Crusader regains spent legendary actions at the start of its turn.
At-Will Power. The Sith Crusader casts an at will power.
Attack. The Sith Crusader makes a melee attack.
Forcecasting (1 legendary action per power level). The Sith Crusader can cast a force power by spending a number of legendary actions equal to the power level.
The Heart of the Force (Costs 3 Actions). Roll 3d6. The Sith Crusader regains force points equal to the number rolled.
Prodigal Knight
Medium humanoid, neutral light
- Armor Class 18 (fiber armor, +1 two-weapon mastery, 20 with knight speed)
- Hit Points 255 (30d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 20 (+5)
- Saving Throws Dex +12, Con +11, Wis +12, Cha +12
- Skills Acrobatics +12, Athletics +11, Insight +12, Intimidation +12, Perception +12, Stealth +12
- Damage Resistances kinetic and energy damage from unenhanced attacks
- Condition Immunities frightened
- Senses passive perception 22
- Languages Binary, Galactic Basic, Huttese, Mando’a, Selkath, Shyriiwook, Sith
- Challenge 21 (30,000 XP)
Forcecasting. The Prodigal Knight is an 20th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 20, +12 to hit with force attacks) and it has 85 force points. The Prodigal Knight knows the following force powers:
At-will: affect mind, force push/pull, guidance, saber reflect, saber ward, spare the dying
1st-level: force body, force jump, heal, phasestrike, project
2nd-level: force throw, phasewalk, restoration, stun
3rd-level: beacon of hope, force suppression, knight speed, sever force, telekinetic storm
4th-level: heroism, disable droid, force immunity
5th-level: improved heal, improved phasestrike, improved phasewalk, telekinesis
6th-level: improved force immunity, telekinetic burst, wall of light
7th-level: improved revitalize, whirlwind
8th-level: master force immunity, telekinetic wave
9th-level: master heal, precognitionForce-enhanced Strikes. The Prodigal Knight deals an additional 2d8 when it hits with a weapon attack (already included).
Force Resistance. The Prodigal Knight has advantage on saving throws against force powers.
Legendary Resistance (3/Day). If the Prodigal Knight fails a saving throw, it can choose to succeed instead.
Two-Weapon Fighting. The Prodigal Knight can add it's ability modifier to the damage of it's two-weapon fighting attack.
Two-Weapon Mastery. When the Prodigal Knight engages in two-weapon fighting, it can choose to forgo it's proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without it's proficiency bonus.
War Caster. The Prodigal Knight has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an attack of opportunity, the Prodigal Knight can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.
Actions
Multiattack. The Prodigal Knight makes two lightsaber attacks an can choose to make one lightsaber attack or two offhand lightsaber attacks, or it casts a force power and makes an attack.
Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) energy damage.
Off-hand Lightsaber. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) energy damage.
Legendary Actions
The Prodigal Knight 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 Prodigal Knight regains spent legendary actions at the start of its turn.
At-Will Power. The Prodigal Knight casts an at will power.
Attack. The Prodigal Knight makes a melee attack.
Forcecasting (1 legendary action per power level). The Prodigal Knight can cast a force power by spending a number of legendary actions equal to the power level.
The Heart of the Force (Costs 3 Actions). Roll 3d6. The Prodigal Knight regains force points equal to the number rolled.