The First Sith Master and Apprentice
Seeking out the dark side, a Jedi master and Jedi knight both fall prey to the draw of the dark side. They fall further and further, convinced that they are in the right, until they take action against the evil that is the Jedi Order. These monsters were designed to resemble Revan and Malak in an Old Republic setting with a timeline between the end of the Mandalorian Wars and the end of the Jedi Civil War, but their titles have been changed for ambiguity's sake to help them fit more easily into other settings. As such, modifications may be needed when including these characters in a different setting.
Sith Meatbag and Sith Commander
The Sith Meatbag, created to resemble Malak, was designed as a typical jock: all brawn, no brains. He can take hits time after time and continue slaughtering his enemies. The Sith Commander, resembling Revan, is far more strategic and balanced. He prefers to let Malak do more of the fighting while he pulls the strings. When paired together, Sith Meatbag and Sith Commander are difficult to destroy.
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Sith Meatbag
Medium humanoid, chaotic dark
- Armor Class 18
- Hit Points 113
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 18 (+4) 7 (-2) 16 (+3) 16 (+3)
- Saving Throws Str +9, Con +8, Cha +7
- Damage Resistances force powers
- Damage Immunities poison
- Senses passive perception 13
- Languages Basic, Sith
- Challenge 7
Forcecasting. Sith Meatbag is a 10th level forcecaster (light save DC 16, +8 light attack; dark save DC 16, +8 dark attack; universal save DC 16, +8 universal attack). Sith Meatbag has 23 force points and the following powers:
0 (at will): burst, denounce, force push/pull, lightning charge, slow
1st level: dark side tendrils, force body, phasestrike, sap vitality, tremor, wound
2nd level: affliction, coerce mind, force camouflage, mind spike
3rd level: choke, force lightning, horror
Aura of Hatred. Sith Meatbag and allied creatures within 15 feet gain a +3 bonus to the first melee weapon damage rolls they make each round.
Aura of Vigor. Whenever an allied creature starts its turn within 15 feet of Sith Meatbag, that creature gains temporary hit points equal to Sith Meatbag's Wisdom modifier.
Actions
Multiattack. Sith Meatbag makes two lightsaber attacks.
Lightsaber. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 1d8+5 energy damage.
Cause Harm. Choose one creature within 30 ft. It must make a DC16 CON saving throw. On a failed save, the creature takes 13 necrotic damage, or 6 on a successful one. 2/long or short rest.
Bonus Actions
Way of the Krayt Dragon. Sith Meatbag takes a threatening stance for one minute. While in this stance, the first time it hits with a melee weapon attack each turn, it can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within reach. If the original attack roll would hit the second creature, it takes damage equal to Sith Meatbag's STR modifier. The damage is of the same type as the original attack.
Great Weapon Fighting. When Sith Meatbag rolls a 1 or 2 on a damage die for an attack, reroll the die and use the new roll, even if it is a 1 or 2.
Falling Avalanche. Sith Meatbag can reduce his speed by half to gain advantage on the next ability check or attack roll he makes using Strength before the end of his next turn. This feature cannot be used if Sith Meatbag has moved more than half his speed this turn.
Sith Commander
Medium humanoid, lawful dark
- Armor Class 15
- Hit Points 127
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 14 (+2) 20 (+5) 16 (+3)
- Saving Throws Con +6, Wis +10, Cha +8
- Damage Resistances force powers
- Damage Immunities poison
- Senses passive perception 15
- Languages Basic, Sith
- Challenge 12
Forcecasting. Sith Commander is a 13th level forcecaster (light save DC 18, +10 light attack; dark save DC 16, +8 dark attack; universal save DC 18, +10 universal attack). Sith Commander has 31 force points and the following powers:
0 (at will): burst, force disarm, force push/pull, psychic charge
1st level: cloud mind, disperse force, force body, force propel, heroism, sap vitality, wound
2nd level: force confusion, mind spike, stun, rescue
3rd level: convulsion, force repulse, telekinetic storm, sever force, dark aura
4th level: force immunity, aura of purity, hysteria
Academic Memory. Sith Commander can recall anything it has used, read, or heard in the past month.
Aura of Vigor. Whenever an allied creature starts its turn within 15 feet of Sith Commander, that creature gains temporary hit points equal to Sith Commander's WIS modifier.
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Actions
Multiattack. Sith Commander makes one lightsaber attack and one shotosaber attack.
Lightsaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 2d8+3 energy damage.
Shotosaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 2d6+3 energy damage.
Bonus Actions
Critical Analysis. Choose one target within 90 ft. For one minute, Sith Commander or an ally has advantage on all attacks and saving throws against that target. Both Sith Commander and an ally cannot benefit from Critical Analysis on the same turn.
Great Weapon Fighting. When Sith Commander rolls a 1 or 2 on a damage die for an attack, reroll the die and use the new roll, even if it is a 1 or 2.
Lend Aid. Sith Commander touches a creature within 5 ft. That creature regains 18 hit points. 3/long or short rest.
Twin Strike. When Sith Commander misses a melee weapon attack, he may make another melee weapon attack against the same target. 3/long or short rest.
Reactions
Riposte. When a creature misses Sith Commander with a melee attack, Sith Commander makes a melee weapon attack against that creature. 1/long or short rest.
Goading Attack. When Sith Commander hits a creature with a melee weapon attack, the target must make a DC15 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Sith Commander. 1/long or short rest.
Trip Attack. When Sith Commander hits a creature with a melee weapon attack, the target must make a DC15 Strength saving throw. On a failed save, the target is knocked prone. 1/long or short rest.