Dawn of Defiance Monster Statblocks

by Mishy

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Dawn of Defiance Monster Statblocks

Chapter 2

Excavation Droids

After the devastation of the Clone Wars, what was left of the Cato Neimoidian government decided to turn some of the Confederacy’s droid production power toward rebuilding their bridge cities. One of the droids manufactured under this initiative is the TaggeCo XK-V8 Excavation Droid, produced in partnership with TaggeCo specifically for use on Cato Neimoidia. The excavation droid has climbing claws and magnetic feet that allow it to work on the top and the underside of the planet’s bridge cities..

This spiderlike droid resembles a massive arachnid with threepronged claws at the end of each appendage. The droid’s underbelly bristles with tools, such as circular saws and arc welders. Atop the droid sit several large visual sensors, facing forward and glowing a faint blue color.


Excavation Droid

Medium Droid, Unaffiliated


  • Armor Class 15 (armor plating)
  • Hit Points 39 (7d8+7)
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison psychic
  • Condition Immunities poison, disease
  • Skills Athletics +4
  • Senses darkvision 60ft, passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge CR 1/2 (100 XP)

Traits

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

Leaping Strike (1/Rest). The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.

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


Actions

Excavation Tools. Melee Weapon Attack: +4, range 5ft, one target. Hit 5 (1d6+2) kinetic damage.


Neimoidian Kreehawks

The Neimoidian kreehawk is a large avian creature with razor-sharp talons that is native to the forests of Cato Neimoidia. Each of these birds has the potential to reach great speeds and is extremely nimble. Neimoidian kreehawks have black feathers and large, reflective eyes that allow them to see even in near darkness.

This large black bird has a smooth, sloping head and reflective eyes, its black-feathered body looming large in the darkness. Razor-sharp talons cap the end of its claws, and the creature’s massive wingspan makes it seem nearly the size of a small Human.


Neimoidian Kreehawk

Small Beast, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 50 (11d6+11)
  • Speed 10 ft., 60 ft. fly

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60ft, passive Perception 14
  • Languages -
  • Challenge CR 1 (200 XP)

Traits

Dive Attack. If the Neimoidian Kreehawk is flying and dives at least 30 ft. straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

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

Keen Sight. The Neimoidian Kreehawk has advantage on Wisdom (Perception) checks that rely on sight.


Actions

Talons Melee Weapon Attack: +5, range 5ft, one target. Hit 6 (1d6+3) kinetic damage.



Gamorrean Minion

Medium Humanoid (Gamorrean), Chaotic Dark


  • Armor Class 15 (Natural Armor)
  • Hit Points 23 (3d8+9)
  • Speed 40 ft.

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

  • Damage Resistances Kinetic and Energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, Galactic Basic (understands but can't speak.)
  • Challenge CR 1/2 (100 XP)

Traits

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

Brutal Critical. When the Gammorean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


Actions

Vibroaxe Melee Weapon Attack: +4, range 5ft, one target. Hit 8 (1d10+3) kinetic damage.


Gamorrean Warrior

Medium Humanoid (Gamorrean), Chaotic Dark


  • Armor Class 15 (Natural Armor)
  • Hit Points 30 (4d8+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Damage Resistances Kinetic and Energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, Galactic Basic (understands but can't speak.)
  • Challenge CR 1 (200 XP)

Traits

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

Brutal Critical. When the Gamorrean Warrior scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


Actions

Vibroaxe Melee Weapon Attack: +6, range 5ft, one target. Hit 11 (1d10+6) kinetic damage.

Chapter 3

Ugnaught Rigger

The Ugnaughts that work in the Tibanna gas spin-sealing refineries call themselves “riggers,” as they operate a variety of heavy machines commonly referred to as “rigs.” Even if the rigs have different functions, they all amount to the same thing: converting Tibanna gas into a useful form. Most Ugnaught riggers are tough customers for beings of such small stature, and they are accustomed to working under extreme conditions.


Ugnaught Rigger

Small humanoid (Ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 72 (16d6+16)
  • Speed 25 ft.

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

  • Saving Throws Con +3
  • Skills Athletics +3
  • Damage Resistances Acid
  • Senses Darkvision 60ft, passive Perception 10
  • Languages Ugnaught
  • Challenge CR 1 (200 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160 ft, one target. Hit 6 (1d8+2) energy damage.

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)

Ugnaught Boss


Ugnaught Boss

Small humanoid (Ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 81 (18d6+18)
  • Speed 25 ft.

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

  • Saving Throws Con +3
  • Skills Athletics +3, Persuasion +3
  • Damage Resistances Acid
  • Senses Darkvision 60ft, passive Perception 10
  • Languages Galactic Basic, Bocce, Jawa, Ugnaught
  • Challenge CR 2 (450 XP)

Traits

Aura of Command. Friendly creatures that it can see and hear the Ugnaught Boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

Tech Casting. The Ugnaught Boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points).

The Ugnaught Boss knows the following powers:

At-will: Acid Splash, Cryogenic Burst, Mending, On/Off
1st-level: Flash, Kolto Pack, Repair Droid, Smoke Cloud
2nd-level: Acid Dart, Lock, Smuggle


Actions

Multiattack. The Ugnaught Boss makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +5, range 60/240 ft, one target. Hit 6 (1d6+3) energy damage.

Tusks. Melee Weapon Attack: +3, range 5 ft, one target. Hit 4 (1d6+1)

Tibanna Mynock

A highly adaptive breed of mynock found on Bespin and other worlds where Tibanna gas is mined, Tibanna mynocks have evolved the ability to breathe even in air highly concentrated with toxic fumes. On Bespin, Tibanna mynocks often latch on to mining vessels or large containers carrying Tibanna gas. The container being lifted into the refinery is covered in six Tibanna mynocks, which continue to try to dissolve the metal of the thick container even as they are pulled into Cloud City.

This leathery-winged creature resembles a normal mynock, with a large sucker mouth and dangling eyes. However, it seems to have some kind of gills on the sides of its neck, and as it exhales, it releases puffs of green gas.


Tibanna Mynock

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 18 (5d6)
  • Speed 5 ft., fly 40 ft.

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

  • Senses Darkvision 60ft, passive Perception 9
  • Challenge CR 1/2 (50 XP)

Traits

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

Battery Drainer. If the Tibanna Mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Tibanna Mynock is removed.

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

Tibanna Pouches. When a Tibanna Mynock is killed, its tibanna pouches rupture and fill a 10 foot square with a tibanna gas cloud. When a creature other than a Tibanna Mynock enters the gas cloud's area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw or take 2d6 poison damage. Droids, constructs; and humanoids wearing appropriate protective equipment are unaffected.

This gas cloud can also be ignited by blaster fire. Creatures within 5 feet of the gas cloud must make a DC 13 Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much on a successful save.


Actions

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

The Tibanna Mynock can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Tibanna Mynock.

Chapter 4

Dark Lizard

The Dark Lizard is a species of reptilian hssiss drenched in the dark side to such to a degree that its eyes shine coral like those of a Dark Lord, and the ebony beast literally glows with darkness. Even its drool is black. Encased in its bony skull is a mouth filled with black stiletto teeth and a charcoal prehensile tongue (earning the beast its alternative sobriquet, “Dark Tongue”). Along the back of the creature’s 3-meter-long body run two rows of sharp spikes, and its four appendages end in huge ivory claws.

The Dark Lizards’ hungry, inky tongues unfurl from gullets that seem bottomless, thanks to the 4-inch ebon teeth lining their mouths, which dribble tarlike drool. These beasts resemble living shadows, and only their ivory claws indicate that their origin is not supernatural. Their obsidian hides radiate incalculably vile energy. There is no sign of intelligence in their primeval gazes, only the brand of distilled evil—their eyes smolder with the orange-red glow of the dark side.


Dark Lizard

Large aberration, chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 68 (8d10+24)
  • Speed 40 ft., fly 40 ft., swim 40 ft.,

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+0) 5 (-3) 14 (+2) 8 (-1)

  • Saving Throws Dexterity +6, Charisma +1
  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft, passive Perception 14
  • Languages Can't speak but understands commands in Sith
  • Challenge 3 (700 XP)

Traits

Amphibious. The dark lizard can breathe air and water.

Keen Sight and Smell. The dark lizard has advantage on Wisdom (Perception) checks that rely on sight and smell.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against the dark lizard.

Pounce. If the dark lizard moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dark lizard can make one bite attack against it as a bonus action.


Actions

Multiattack. The dark lizard makes two claw and one bite attack or one claw and prehensile tongue attack.

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

Claw. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 8 (1d8+4) kinetic damage

Prehensile Tongue. Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: If the target is medium or smaller, it must make a DC 14 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the dark lizard and the dark lizard can make a bite attack against it as a bonus action.

T'salak

A Force-sensitive creature of unknown origin, the t’salak is an oozing, black mound of evil. A specimen was first encountered in the jungles of Cularin and subsequently imprisoned inside a Force-imbued urn. The urn was buried inside a cave and guarded by a Tarasin village for generations, until recently stolen by the Dark Jedi Raik Muun. With the help of scientists, Raik discovered a way to divide the t’salak into independent entities of equal power. It is unknown how many more specimens remain in existence.

The t’salak has no sensory organs but leaves no question as to its strength and cunning; it lashes out with sticky tendrils that have surprising accuracy and power. Filled with chaotic thoughts born of malignity, the t’salak can induce a blinding rage in its targets just by touching them, permeating their souls with darkness.

Evil. That's the first word that comes to mind as you look at the featureless pool of black ooze. Suddenly, a tendril snaps at you, attacking from the creature’s central mass, almost too fast to see. You barely avoid it, but as you dodge, the creature tracks you move for move. It seems filled with hate and bent on pure destruction.


T'salak

Medium aberration, chaotic dark


  • Armor Class 18 (natural armor)
  • Hit Points 170 (20d8+80)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Dex +8, Con +7
  • Damage Vulnerabilities Cold
  • Damage Resistances Energy and kinetic damage from weapons
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poison, Prone
  • Senses Blindsight 60 ft., passive Perception 15
  • Languages
  • Challenge 7 (3,900 XP)

Induce Raging Madness. When the t'salak deals damage to a creature from a melee attack, the creature must make a DC 16 Wisdom saving throw. On a failed save, the creature must make at least one attack against the closest ally if it makes an attack on its turn. The creature repeats this save on the end of its turn with a successful save removing this effect.

Regeneration. The t'salak regains 5 hit points at the start of its turn. When reduced to 0 hitpoints, the t'salak becomes an inert puddle for 5 minutes and then after 10 minutes it returns to maximum health unless it is exposed to a vacuum or force-sealed environment.

Actions

Tendril. Melee Weapon Attack: +8, range 5 ft., one target. Hit: 11 (1d12+5) psychic damage.


Legendary Actions

The t'salak 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 t'salak regains spent legendary actions at the start of their turn.

Tendril. The t'salak makes one attack with its tendrils.

The k’kayeh dragon is the greatest product of Darth Rivan’s dark arts. A Force-sensitive abomination, this Sithspawn’s sandy scales match the color of Almas’ desert wasteland and are as tough as armor plating. The serpentine creature is also amphibious, as comfortable in open air as swimming in the planet’s hidden underground lakes. The k’kayeh’s maw is a steely-toothed deathtrap, and its claws are eviscerating razors. As if that weren’t enough, instead of breathing fire, this dark side abomination can shoot Force lightning from each nostril of its monstrous snout.

This “dreambeast” is only a tenth the size of the truly gigantic k’kayeh that lurks in the depths of the Almas Academy, but it is still enormous. Similar to Sith dopplegangers, this k’kayeh dreambeast is an illusory clone of the actual living entity, spawned by Inquisitor Draco under the guidance of Darth Rivan’s holocron gatekeeper. Despite its partially insubstantial state, the dreambeast can still hurt its targets.

Double the size of even the biggest bull rancor, the reptilian colossus drags its golden body into the chamber, scales shifting along its hide like impenetrable plates of anvilstone. As it lets rip an ear-splitting roar, double rows of goring fangs leave little to the imagination.

The most disturbing thing about the beast is its snout. Sure, you’ve read the fairy tales about fire-breathing monsters. You may even have fought a dragon-slug on Corulag. But as you watch dark side lightning dance wickedly from one of the creature’s mammoth nostrils to the other, you know only one thing for certain . . . you’re in trouble.



K’kayeh Dreambeast

Gargantuan aberration, chaotic dark


  • Armor Class 18
  • Hit Points 145 (8d20+32)
  • Speed 40 ft., Swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Str +8, Dex +3, Con +7
  • Damage Resistances Energy and kinetic damage from unenhanced weapons
  • Skills Athletics +8, Deception +5, Perception +3, Stealth +3, Survival +3
  • Senses passive Perception 13
  • Languages Can't speak but understands Sith
  • Challenge 6 (2,300 XP)

Amphibious. The K'kayeh Dreambeast can breathe air and water.

Actions

Multiattack. The K’kayeh Dreambeast can use its Frightful Roar. It then makes three attacks: one with its claws, and two with its bite. It can use its devour instead of its bite.

Bite. Melee Weapon Attack: +8 to hit, 15 ft., one target. Hit: 9 (1d8+5) psychic damage. If the target is large or smaller, the target is now grappled (escape DC 15). Until this grapple ends, the target is restrained and the K'kayeh Dreambeast can't bite another target.

Claw. Melee Weapon Attack: +8 to hit, 10 ft., one target. Hit: 9 (1d8+5) psychic damage.

Force Lightning Breath (Recharge 5-6). The K’kayeh Dreambeast exhales force lightning in a 90 foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Devour. The K’kayeh Dreambeast makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the K’kayeh Dreambeast, and it takes 14 (4d6) psychic damage at the start of each of the K’kayeh Dreambeast's turns. If the K’kayeh Dreambeast takes 25 damage or more on a single turn from a creature inside it, the K’kayeh Dreambeast must succeed on a DC 15 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 K’kayeh Dreambeast. If the K’kayeh Dreambeast dies, a swallowed creature appears within a space that the K'kayeh Dreambeast occupied as K'kayeh Dreambeast's body vanishes.

Frightful Roar. Each creature of the K’kayeh Dreambeast's choice within 90 feet of it must succeed a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the K’kayeh Dreambeast is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the K’kayeh Dreambeast's Frightful Roar for the next 24 hours.

Chapter 5

Blade Scorpion.


Blade Scorpion

Huge Beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 173 (15d12+75)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages -
  • Challenge 8 (3,900 XP)

Trampling Charge. If the blade scorpion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the blade scorpion can make one claw attack against it as a bonus action.

Actions

Multiattack. The blade scorpion can make one claw attack and one blade net attack.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 34 (5d10+7) kinetic damage.

Blade Net. Ranged Weapon Attack: +3 to hit, reach 60/240 ft, one target. Hit: The creature is restrained until until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, the blade scorpion can make no further attacks with it.

Nek Dog

Prowling along the inside of the yard are two large quadrupeds, roughly 6 feet tall at the shoulder. The vaguely canine creatures are powerfully muscled and covered in a tough brownish hide. Their huge mouths have three rows of razor-sharp teeth, and their legs each have three long claws.


Nek Dog

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 94 (11d10+18)
  • Speed 40 ft.

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

  • Skills Athletics +6, Perception +3, Stealth +3
  • Senses darkvision 60., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

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

Rend. If the Nek Dog lands two claw attacks on a same target in a turn, it deals an additional 8 (1d6+5) kinetic damage.

Actions

Multiattack. The Nek Dog makes two claw attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.



AT-ST

Huge construct, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 283 (25d12+100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 19 (+4) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Str +9, Con +9
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned
  • Senses passive Perception 11
  • Languages
  • Challenge 14 (11,500 XP)

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

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Towering. Medium or smaller creatures can stand inside the AT-ST's space.

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the AT-ST can attack once with the Chin Mounted Blasters and Stomp.

Chin Mounted Blasters. Ranged Weapon Attack: +9 to hit, range 200/400 ft., one target. Hit 57 (8d12+5) energy damage.

Stomp. All creatures within 5 feet of the AT-ST must make a DC 18 Dexterity saving throw, taking 37 (6d10+4) kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the AT-ST can attack twice with the Cheek Mounted Blasters and once with the Concussion Grenade Launcher.

Cheek Mounted Blasters. Ranged Weapon Attack: +9 to hit, range 120/240 ft., one target. Hit 50 (9d8+5) energy damage.

Concussion Grenade Launcher. The AT-ST launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a DC 18 Dexterity saving throw, taking 60 (10d12) kinetic damage on a failed save, or half as much damage on a successful one.

Chapter 6

LAAT/le patrol transport

Sharing similarities with the ubiquitous LAAT/i Gunships of the Clone Wars, the LAAT/Ie are regular fixtures of the Coruscant skyways. Designed to be sleeker and smaller as well as less heavily armed than the LAAT/i, the patrol transport was better suited for policing the dense, planet-wide city while reducing the risks of collateral damage.

The Imperial-gray airspeeder looks something like a sleeker, smaller, and less heavily armed version of the clone trooper gunships that were so common during the Clone Wars. The cockpit is fully enclosed, the crew impossible to see through the mirrored canopy. A pair of turrets, one chin mounted, one dorsal mounted, tracks their targets. A large door on each side pops out and slides back toward the aft of the vehicle, revealing the troopers inside, ready for a fight.



LAAT/le patrol transport

Huge construct, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 105 (10d12+40)
  • Speed fly 90 ft. (hover)

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

  • Saving Throws Dex +7, Con +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses passive Perception 14
  • Languages
  • Challenge 5 (1,800 XP)

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

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Troop Transport. The construct can carry a maximum of six medium creatures which it can deploy by using its Deploy Troops action, or which can be fought by creatures inside the construct.

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the construct can attack once with the Chin Mounted Laser Cannons or use the Deploy Troops action.

Chin Mounted Laser Cannons. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 15 (2d10+4) energy damage.

Deploy Troops. The construct mobilises the troops traveling within it, deploying up to 6 willing creatures. These creatures appear in any occupied spaces within 5 feet of the construct.

Gunner. The gunner of the construct can attack once with the Rear Mounted Laser Cannon and once with the Missile Launchers.

Rear Mounted Laser Cannon. Ranged Weapon Attack: +7 to hit, range 200/400 ft., one target. Hit 9 (1d10+4) energy damage.

Missile Launchers. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 10 (1d12+4) kinetic damage. Additionally, hit or miss, the missile then explodes forcing the target and every creature within 10 feet to make a DC 15 Dexterity saving throw taking 6 (1d12) damage on a failed save and half as much on a successful save.

Detention Block Turret


Detention Block Turret

Medium construct, unaligned


  • Armor Class 17
  • Hit Points 255 (34d8+102)
  • Speed 0 ft.

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

  • Saving Throws Str +6, Con +6
  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

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

Imperial Tech. The turret deals an additional weapon die of damage with its Burst Fire action (Included).

Targeting Systems. The turret uses its Intelligence modifier for attacks and damage rolls.

Actions

Multiattack. The turret makes two Burst Fire attacks.

Burst Fire. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 16 (2d12+3) energy damage.



Prototype AT-AT

Gargantuan construct, unaligned


  • Armor Class 20 (armor plating)
  • Hit Points 330 (20d20+120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Str +14, Con +12
  • Damage Vulnerabilities ion
  • Damage Resistances damage from unenhanced weapons, necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned, unconscious
  • Senses passive Perception 15
  • Languages
  • Challenge 19 (22,000 XP)

Attenuated Leg Design The AT-AT's legs are extremely thin. Attacks with a lightweapon that target the construct's legs and hit ignore the construct's resistances and the Heavy Durasteel Armor trait.

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

Heavy Durasteel Armor. The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-AT takes no damage from an attack or effect that deals less than 25 points.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Siege Weaponry. The AT-AT attacks are considered enhanced. Additionally the AT-AT deals double damage to objects or structures.

Towering. Creatures of Large size or smaller can stand in the AT-AT's space.

Troop Transport. The construct can can transport a maximum of 40 stormtroopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

Vulnerable Interior The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Pilot. The pilot of the construct can use Frightful Presence and use Stomp.

Frightful Presence. Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 19 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 a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

Stomp. All creatures within 10 feet of the AT-AT must make a DC 19 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the construct can use the Heavy Laser Cannon Barrage and attack once with the Cheek Mounted Medium Laser Cannons.

Cheek Mounted Medium Laser Cannons. Ranged Weapon Attack: +10 to hit, range 240/320 ft., one target. Hit 13 (2d10+2) energy damage.

Heavy Laser Cannon Barrage. The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15ft cube around that point. Each creature within the cube must succeed on a DC 19 Dexterity saving throw, taking 22 (5d8) energy damage on a failed save, or half as much damage on a successful one.


Legendary Actions

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

Cheek Mounted Medium Laser Cannons. The AT-AT makes a single attack with its Cheek Mounted Medium Laser Cannons.

Stomp. (Costs 2 Actions) The AT-AT uses the Stomp action.

Deploy Troops (Costs 2 Actions). The AT-AT mobilizes some of the soldiers traveling within it. It deploys 1d4+2 Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.

 

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