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___ # SW5E NPC Statblocks
___ > ## Bandit > *Medium humanoid (any race), any non-lawful alignment* > ___ > - **Armor Class** 12 (combat suit) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 1/8 (25 XP) >___ > ### Actions > > ***Vibroblade.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) kinetic damage. > > ***Blaster Pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) energy damage. ___ > ## Bandit Captain > *Medium humanoid (any race), any non-lawful alignment* > ___ > - **Armor Class** 15 (heavy combat suit) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|14 (+2)|14 (+2)|11 (+0)|14 (+2)| >___ > - **Saving Throws** Str +4, Dex +5, Wis +2 > - **Skills** Athletics +4, Deception +4 > - **Challenge** 2 (450 XP) >___ > ### Actions > ***Multiattack.*** The captain makes three attacks: two with its vibroknuckler and one with its vibrodagger. Or the captain makes two ranged attacks with its vibrodaggers. > > ***Vibroknuckler.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. > > ***Vibrodagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage. >___ > ### Reactions > ***Parry.*** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
NPC Statblocks
___ > ## Commoner > *Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 10 > - **Hit Points** 4 (1d8) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 0 (10 XP) >___ > ### Actions > > ***Club.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
___ > ## Guard > *Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 16 (light battle armor, medium shield generator) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Skills** Perception +2 > - **Senses** passive Perception 12 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 1/8 (25 XP) >___ > ### Actions > ***Vibrospear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack. > > ***Blaster Pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) energy damage.
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___ > ## Jedi Knight > *Medium humanoid (any race), any non-dark alignment* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 72 (9d10 + 27) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|16 (+3)|15 (+2)|17 (+3)|11 (+0)| >___ > - **Saving Throws** Dex +5, Cha +3 > - **Skills** Acrobatics +5, Insight +6 > - **Senses** passive Perception 13 > - **Languages** any four languages > - **Challenge** 8 (3,900 XP) >___ > ***Forcecasting.*** The Jedi Knight is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks). It has the following force powers available, using its 27 force points: > > At-will: *Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect, Saber Throw, Saber Ward, Turbulence* > > 1st level: *Cloud Mind, Force Jump, Force Propel* > > 2nd level: *Force Confusion, Force Throw, Force Barrier* > > 3rd level: *Aura of Vigor, Force Repulse* > > 4th level: *Force Immunity, Freedom of Movement* >___ > ### Actions > ***Multiattack.*** The Jedi Knight makes two melee attacks with its lightsaber, or two force attacks. > > ***Martial Lightsaber.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 1d6 + 3) energy damage, or 11 (1d10 + 1d6 + 3) energy damage if used with two hands to make a melee attack. ___ > ## Jedi Master > *Medium humanoid (any race), any non-dark alignment* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 225 (25d12 + 75) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|16 (+3)|15 (+2)|17 (+3)|11 (+0)| >___ > - **Saving Throws** Dex +7, Cha +4 > - **Skills** Acrobatics +7, Insight +7 > - **Senses** passive Perception 13 > - **Languages** any four languages > - **Challenge** 12 (8,400 XP) >___ > ***Forcecasting.*** The Jedi Master is a 12th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks). It has the following force powers available, using its 36 force points: > > At-will: *Burst, Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect, Saber Throw, Saber Ward, Turbulence* > > 1st level: *Cloud Mind, Force Jump, Force Propel* > > 2nd level: *Battle Meditation, Force Confusion, Force Throw, Force Barrier* > > 3rd level: *Aura of Vigor, Force Repulse* > > 4th level: *Force Immunity, Freedom of Movement* > > 5th level: *Force Breach, Telekinesis* >___ > ### Actions > ***Multiattack.*** The Jedi Master makes two melee attacks with its lightsaber, or two force attacks. > > ***Martial Lightsaber.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) energy damage, or 12 (1d10 + 1d8 + 3) energy damage if used with two hands to make a melee attack.
NPC Statblocks
\pagebreak ___ > ## Jedi Padawan > *Medium humanoid (any race), any non-dark alignment* > ___ > - **Armor Class** 13 > - **Hit Points** 20 (4d8 + 4) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|12 (+1)|10 (+0)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +3, Cha +2 > - **Skills** Acrobatics +3, Piloting +2 > - **Senses** passive Perception 12 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 2 (450 XP) >___ > ***Forcecasting.*** The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 12, +4 to hit with force attacks). It has the following force powers available, using its 12 force points: > > At-will: *Force Disarm, Force Push/Pull, Mind Trick, Saber Reflect* > > 1st level: *Cloud Mind, Force Jump, Force Propel, Sense Force* > > 2nd level: *Battle Meditation, Force Throw* >___ > ### Actions > > ***Lightsaber.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) energy damage, or 4 (1d8) energy damage if used with two hands to make a melee attack. ___ > ## MANDALORIAN (DEATHWATCH) > *Medium human, any non-lawful alignment* > ___ > - **Armor Class** 19 (Beskar armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 30 ft., fly 60 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|14 (+2)|13 (+1)|11 (+0)|10 (+0)| >___ > - **Saving Throws** Dex +7, Int +5 > - **Skills** Acrobatics +7, Athletics +4, Intimidation +4, Perception +4 > - **Damage Resistances** kinetic > - **Senses** passive Perception 14 > - **Languages** Galactic Basic, Mando’a > - **Challenge** 8 (3,900 XP) >___ > ***Brutal Attack.*** During its first turn, the Mandalorian has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Mandalorian scores against a surprised enemy is a critical hit. > > ***Evasion.*** If the Mandalorian is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Mandalorian instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > > ***Sneak Attack.*** Once per turn, the Mandalorian deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Mandalorian that isn’t incapacitated and the Mandalorian doesn’t have disadvantage on the roll. >___ > ### Actions > > ***Multiattack.*** The Mandalorian makes two melee attacks or two ranged attacks. > > ***Vibrodagger.*** *Melee Weapon Attack:* +4 to hit, range 5 ft., one target. Hit: 2 (1d4) kinetic damage. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage. > > ***Blaster Rifle.*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) kinetic damage. > > ***Blaster Rifle Burst.*** All creatures in a 10-ft. cube within range of the blaster (100 ft.) must make a Dexterity saving throw (DC 15). If a creatures fails the saving throw, it takes 7 (1d8 + 3) kinetic damage. If it succeeds, it takes half damage. If the targeted cube is between 100 - 400 ft. of the Mandalorian, the saving throw is made with advantage. > > ***Whistling Birds (1/Day).*** All creatures within a 10-ft. radius must make a Dexterity saving throw (DC 15). On a failure, the creature takes 4 (1d8) kinetic damage and drops prone. On a success, it takes 4 (1d8) kinetic damage but stays upright. > > ***Flame Spray (1/Day).*** All creatures within a 10 ft. cone must make a Constitution saving throw (DC 15). On a failure, the creature takes 24 (8d6) fire damage. On a success, the creature takes half damage.
\pagebreak ___ > ## Scout > *Medium humanoid (any race), any alignment* > ___ > - **Armor Class** 13 (combat suit) > - **Hit Points** 16 (3d8+3) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|14 (+2)|12 (+1)|11 (+0)|13 (+1)|11 (+0)| >___ > - **Skills** Nature +4, Perception +5, Stealth +6, Survival +5 > - **Senses** passive Perception 15 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 1/2 (100 XP) >___ > ***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. >___ > ### Actions > > ***Multiattack.*** The scout makes two melee attacks or two ranged attacks. > > ***Vibroblade.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage. > > ***Blaster Pistol.*** *Ranged Weapon Attack:* +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage. ___ > ## Thug > *Medium humanoid (any race), any non-good alignment* > ___ > - **Armor Class** 11 (combat suit) > - **Hit Points** 32 (5d8+10) > - **Speed** 30 ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|11 (+0)|14 (+2)|10 (+0)|10 (+0)|11 (+0)| >___ > - **Skills** Intimidation +2 > - **Senses** passive Perception 10 > - **Languages** any one language (usually Galactic Basic) > - **Challenge** 1/2 (100 XP) >___ > ***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. >___ > ### Actions > > ***Multiattack.*** The thug makes two melee attacks. > > ***Vibromace.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage. > > ***Blaster Pistol.*** *Ranged Weapon Attack:* +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage.
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