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Whiphid Jedi Master

Medium humanoid (whiphid), neutral light


  • Armor Class 17 (natural armor)
  • Hit Points 143 (15d8+75)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 14 (+2) 20 (+5) 16 (+3)

  • Saving Throws Str +11, Con +10, Wis +10
  • Skills Athletics +11, Acrobatics +8, Insight +10, Lore +8, Medicine +12, Perception +10
  • Damage Resistances cold; energy and kinetic damage from unenhanced attacks
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive perception 20
  • Languages Galactic Basic, Whiphid
  • Challenge 16 (15,000 XP)

Aggressive. As a bonus action, the jedi can move up to its speed toward a hostile creature that it can see.

Forcecasting. The Jedi Master is a 14th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 61 force points. The Jedi knows the following force powers:
At-will: force push/pull, guidance, saber reflect, spare the dying
1st-level: burst of speed, force jump, heal, phasestrike, project
2nd-level: battle meditation, force barrier, force enlightenment, phasewalk, stun
3rd-level: force repulse, knight speed, share life, suppress force
4th-level: disable droid, freedom of movement
5th-level: revitalize, telekinesis
6th-level: telekinetic burst
7th-level: whirlwind

Force Resistance. The jedi master has advantage on saving throws against force powers.

Regeneration. The jedi master regains 15 hit points at the start of its turn. This trait doesn't function if the jedi master took acid or fire damage since the end of its previous turn. The jedi master dies if it starts its turn with 0 hit points and doesn't regenerate.

Savage Fighter. The Jedi master deals two additional damage die with its melee weapon attacks while it has half its hit points or fewer.


Actions

Multiattack. The Jedi Master makes three melee attacks.

Martial Lightsaber: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) or 17 (2d10+6) energy damage if held with two hands. The whiphid deals 22 (4d8+6) or 28 (4d10+6) energy damage if it has half its hit points or fewer remaining.


Reactions

Parry. The jedi adds 5 to its AC against one melee attack that would hit it. To do so, the jedi must see the attacker and be wielding a melee weapon.



Jedi Trickster

Medium humanoid, neutral light


  • Armor Class 14 (17 with battle precognition, 19 with knight speed)
  • Hit Points 111 (17d8+34)
  • Speed 30 ft.

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

  • Saving Throws Dex +8, Wis +8
  • Skills Athletics +6, Acrobatics +8, Insight +8, Persuasion +6, Piloting +8
  • Senses passive perception 14
  • Languages Galactic Basic
  • Challenge 9 (5,000 XP)

Brave. The Jedi trickster has advantage on saving throws against being frightened.

Cunning Action. The Jedi Trickster can use a bonus action to take the dash, disengage, or hide actions.

Forcecasting. The jedi trickster is a 10th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 16, +8 to hit with force attacks) and it has 44 force points. The jedi trickster knows the following force powers:
At-will: force push/pull, guidance, saber reflect, spare the dying
1st-level: battle precognition, burst of speed, force jump, heal, project
2nd-level: force barrier, force enlightenment, phasewalk, stun
3rd-level: force repulse, knight speed, share life, suppress force
4th-level: disable droid, freedom of movement
5th-level: telekinesis

Force-enhanced strikes. The jedi trickster’s attacks are enhanced by its precision and the force, adding an extra 2d8 to its weapon attacks (already included).

Force Resistance. The jedi trickster has advantage on saving throws against force powers and effects.

(Un)Lucky. The jedi trickster has inexplicable (bad?) luck that seems to kick in at the right (wrong?) moment. Whenever the trickster makes an attack roll, an ability check, or a saving throw, it can spend one luck point to roll an additional d20. It can choose to spend one of its luck points after it rolls the die, but before the outcome is determined. It choose which of the d20s is used for the attack roll, ability check, or saving throw. It can also spend one luck point when an attack roll is made against it. Roll a d20, and then the trickster chooses whether the attack uses the attacker's roll or its own. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. The trickster regains all uses of this feature when it finishes a long rest.

Actions

Multiattack. The Jedi trickster makes three melee attacks.

Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) energy damage or 15 (3d8) energy damage if wielded with two hands.


Reactions

Tydirium-phrikite Bracers. The Jedi trickster adds 4 to its AC against a melee attack that would hit it.



Besalisk Jedi Master

Medium humanoid (besalisk), any light or dark alignment


  • Armor Class 16 (fiber armor and two-weapon mastery, 18 with knight speed)
  • Hit Points 143 (19d8+57)
  • Speed 30 ft.

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

  • Saving Throws Str +10, Wis +9, Cha +8
  • Skills Athletics +10, Acrobatics +8, Insight +9, Intimidation +8, Lore +7, Perception +9
  • Damage Resistances kinetic and energy damage from unenhanced attacks
  • Senses passive perception 19
  • Languages Galactic Basic and Besalisk
  • Challenge 14 (11,500 XP)

Forcecasting. The Jedi Master is a 13th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 17, +9 to hit with force attacks) and it has 43 force points. The Jedi Master knows the following force powers:
At-will: force push/pull, guidance, saber reflect, saber ward
1st-level: force jump, heal, phasestrike, project
2nd-level: battle meditation, force barrier, phasewalk, stun
3rd-level: force repulse, knight speed, share life, suppress force
4th-level: force immunity, improved force camouflage
5th-level: telekinesis

Force-enhanced Strikes. The Besalisk Jedi Master's doublesaber attacks are enhanced by it's precision and the force adding an extra 2d8 to melee strikes (already included in the attack).

Force Resistance. The Besalisk Jedi Master has advantage on saving throws against force powers.

Sentinel. The Besalisk Jedi Master can make an attack of opportunity when a creature enters its reach. Additionally, creatures provoke attacks of opportunity even when if they take the Disengage action.

Two-Weapon Fighting. The Besalisk Jedi Master can add it's ability modifier to the damage of its two-weapon fighting attack.

Two-Weapon Mastery. When the Besalisk Jedi Master engages in two-weapon fighting, it can choose to forgo its proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without its proficiency bonus.


Actions

Multiattack. The Besalisk Jedi Master makes two doublesaber attacks an can choose to make one additonal doublesaber attack or two offhand doublesaber attacks.

Doublesaber. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) energy damage.

Off-hand Doublesaber. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) energy damage.

Barrage (recharge 5-6). The jedi whirls its doublesabers into a flurry of powerful blows against all creatures within 10 feet of it. Each target within range must make a DC 18 dexterity saving throw, taking 36 (8d8) energy damage on a failure, or half as much damage on a success.


Reactions

Sentinel Strike. When a creature within 10 feet of the Besalisk Jedi Master attacks a target other than the Jedi, the Jedi can use its reaction to make a single attack against the attacker.



Jedi Master-Slayer

Medium humanoid, lawful dark


  • Armor Class 18 (fiber armor)
  • Hit Points 153 (18d8+72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 22 (+6)

  • Saving Throws Dex +12, Con +10, Wis +10, Cha +12
  • Skills Athletics +10, Acrobatics +12, Intimidation +12, Lore +9, Perception +9
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Condition Immunities Charmed, Frightened
  • Senses passive perception 19
  • Languages Galactic Basic, Sith
  • Challenge 20 (25,000 XP)

Forcecasting. The Jedi Master-Slayer is an 20th-level forcecaster. Its forcecasting ability is Charisma (power save DC 20, +12 to hit with force attacks) and it has 66 force points. The Jedi Master-Slayer knows the following force powers:
At-will: affect mind, denounce, feedback, force push/pull, lightning charge, saber reflect
1st-level: force jump, improved feedback, sap vitality, wound 2nd-level: darkness, drain vitality, force sight, force throw
3rd-level: choke, force lightning, force scream, force suppression, sever force
4th-level: dominate beast, force immunity, improved force camouflage, shroud of darkness
5th-level: greater feedback, improved force scream, telekinesis
6th-level: crush, force chain lightning
7th-level: force lightning cone

Force Resistance. The Jedi Master-Slayer has advantage on saving throws against force powers.

Hidden Doublesaber. The Jedi has a secondary emitter hidden in its lightsaber, which it can activate as a bonus action. The first time it does this in combat, it has advantage on attacks that round.

Legendary Resistance (3/day). If the Jedi Master-Slayer fails a saving throw, it can choose to succeed instead.

Master Duelist. The Jedi Master-Slayer deals two additonal damage die when it hits with its lightsaber attack (already included).


Actions

Multiattack. The Jedi-Master Slayer makes two melee attacks. It can make a third attack if it has its doublesaber activated.

Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) energy damage.

Hidden Doublesaber. Melee Weapon Attack: +12 to hit, Reach 5 ft., one target. Hit: 15 (2d8+6) energy damage.

Instill Vulnerability (recharge 5-6). The Jedi Master-Slayer makes a hidden double saber attack at disadvantage. On a hit, the attack deals max damage, and the target has vulnerability to energy damage until the end of the Slayer's next turn.


Reactions

Parry and Riposte. The Jedi adds 6 to its AC against one attack that would hit it. To do so, the Jedi must be able to see the attacker and be wielding a melee weapon. If it successfully parries an attack, and the attacker is within 5 feet of it, the Jedi can make an attack in retaliation.


Legendary Actions

The Jedi Master-Slayer 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 Jedi regains spent legendary actions at the start of his turn.

At-Will Power. The Jedi Master-Slayer casts an at-will power.

Cast Power (Costs 1-3 actions). The Jedi Master-Slayer casts a force power, spending 1 legendary action per level of power.

Force-enhanced Wrack (Costs 3 Actions). The Jedi Master-Slayer makes a melee attack, dealing an additional 18 (4d8) force damage on a hit.


Teräs Käsai Practitioner

Medium humanoid, balanced


  • Armor Class 17 (unarmored defense)
  • Hit Points 65 (10d8+20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 17 (+3) 12 (+1)

  • Saving Throws Dex +7, Wis +6
  • Skills Acrobatics +7, Perception +6
  • Damage Immunities poison
  • Condition Immunities Poisoned
  • Senses passive perception 16
  • Languages Galactic basic and two other languages
  • Challenge 6 (2,300 XP)

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

Step of the Wind. The Teräs Käsai Practitioner can take the dash or disengage actions as a bonus action.

Unarmored Defense. The Teräs Käsai Practitioner's armor class includes its wisdom modifier.

Wholeness of Body (1/long rest). As an action, the Teräs Käsai Practitioner regains 30 hit points.


Actions

Multiattack. The Teräs Käsai Practitioner makes two attacks with its unarmed strike, or it makes two ranged attacks with its darts.

Unarmed Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Vibrodarts. Ranged Weapon Attack: +7 to hit, ranged 20/60 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Flurry of Blows (Recharge 5-6). The Teräs Käsai Practitioner makes two unarmed strikes as a bonus action when it takes the attack action. If the Practitioner hits a target with an attack from its flurry of blows, it can impose one of the following effects on the target:

The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
The target must make a DC 14 Strength saving throw. If it fails, the practitioner can push the target up to 15 feet away from it.
The target can’t take reactions until the end of the Practitioner's next turn.

Patient Defense (Recharge 5-6). The Teräs Käsai Practitioner takes the dodge action as a bonus action.


Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the Teräs Käsai Practitioner deflects the missile. The damage it takes from the attack is reduced by 1d10+14.


Echani Blademaster

Medium humanoid (echani), lawful balanced


  • Armor Class 18 (unarmored defense)
  • Hit Points 113 (15d8+45)
  • Speed 55 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 15 (+2)

  • Saving Throws Dex +8, Wis +8
  • Skills Athletics +7, Acrobatics +8, Lore +5, Perception +8
  • Damage Immunities poison
  • Condition Immunities Poisoned
  • Senses passive perception 18
  • Languages Galactic Basic
  • Challenge 10 (5,900 XP)

Deft Strikes (1/turn). Once per turn, the Echani Blademaster can add 8 to the damage rolls of one of its attacks.

Enhanced Attacks. The Blademaster's attacks are considered enhanced for the purposes of overcoming resistance and immunity.

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

Step of the Wind. The Echani Blademaster can take the dash or disengage actions as a bonus action.

Unarmored Defense. The Echani Blademaster’s armor class includes its wisdom modifier.


Actions

Multiattack. The Echani Blademaster makes two attacks with its vibroblade, or it makes two ranged attacks with its blaster pistol.

Vibroblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +8 to hit, ranged 40/160 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Flurry of Blows (Recharge 5-6). The Blademaster can make two additonal vibroblade attacks as a bonus action when it takes the attack action.

Patient Defense (Recharge 5-6). The Blademaster takes the dodge action as a bonus action.


Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the Blademaster deflects the missile. The damage it takes from the attack is reduced by 1d10+15. If it reduces the damage to 0, the Blademaster can make a ranged weapon attack with its blaster pistol.



Exchange Gunslinger

Medium humanoid, neutral dark


  • Armor Class 17 (fiber armor, 19 with tactical advantage)
  • Hit Points 153 (18d8+72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 8 (-1)

  • Saving Throws Dex +10, Con +9, Int +8
  • Skills Acrobatics +10, Athletics +8, Insight +6, Intimidation +7, Perception +6, Technology +8
  • Senses darkvision 60 ft., passive perception 16
  • Languages Galactic Basic
  • Challenge 14 (11,500 XP)

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

Nimble. The Gunslinger can take the Dash or Hide actions as a bonus action on its turn.

Sharpshooter. The Gunslinger adds 2 to its attack rolls with blasters.

Sharpshooting Mastery. The Gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on attack rolls at long range. Additionally, the gunslinger can take a -5 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +10 to the damage roll.

Techcasting. The Gunslinger is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Gunslinger has 23 tech points and knows the following tech powers: At-will: assess the situation, electroshock, targeting shot
1st level: element of surprise, energy shield, homing rockets, tracker droid interface
2nd level: infiltrate, paralyze humanoid, scorching ray, shatter, translocate
3rd level: explosion, tactical advantage
4th level: ballistic shield, cloaking screen, kolto reserve
5th level: cryogenic spray

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


Actions

Multiattack. The Gunslinger makes three attacks, or it casts a tech power and makes an attack.

Vibroblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Heavy Blasters. Ranged Weapon Attack: +12 to hit, ranged 40/160 ft., one target. Hit: 18 (3d8+5) energy damage.

1...2...3! (Recharge 5-6). The Gunslinger unleashes a barrage of gunfire in a 60-foot cone. The Gunslinger can make a Blaster attack against each creature in that area, dealing an extra 14 (4d6) piercing damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the Gunslinger’s next turn.

Thermal Detonators (3/day.) The Gunslinger throws a grenade, choosing a point within 45ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.



Arkanian Despot

Medium humanoid (arkanian), Lawful Dark


  • Armor Class 15 (light shield generator,17 with tactical advantage)
  • Hit Points 168 (25d8+50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 22 (+6) 12 (+1) 16 (+3)

  • Saving Throws Dex +9, Con +7, Int +11, Wis +6
  • Skills Intimidation +8, Investigation +11, Medicine +6, Perception +6, Technology +11
  • Damage Resistances kinetic and energy damage from unenhanced attacks
  • Damage Immunities poison
  • Condition Immunities Poisoned
  • Senses passive perception 16
  • Languages Galactic Basic, Arkanian
  • Challenge 15 (13,000 XP)

Honed Brilliance. The Arkanian Despot has advantage on all Intelligence, Wisdom, and Charisma saving throws.

Infrared Vision. The Arkanian Despot has advantage on Wisdom (perception) checks that rely on sight.

Martial Genius. The Despot uses its intelligence for attack and damage rolls.

Stim Injection (3/day). As a bonus action, the Despot can end one effect causing it to be stunned or paralyzed.

Techcasting. The Arkanian Despot is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks). The Despot has 29 tech points and knows the following tech powers: At-will: assess the situation, electroshock, encrypted message, mending, ward
1st level: element of surprise, energy shield, expeditious retreat, translation program
2nd level: infiltrate, paralyze humanoid, shatter, translocate
3rd level: explosion, protection from energy, tactical advantage
4th level: ballistic shield, cloaking screen, kolto reserve
5th level: override interface, toxic cloud
6th level: disintegrate, kolto infusion
7th level: neurotoxin
8th level: stun

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


Actions

Multiattack. The Despot makes two attacks.

Heavy Blaster Pistol. Ranged Weapon Attack: +11 to hit, ranged 40/160 ft., one target. Hit: 15 (2d8+6)damage.

Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage.



Iridonian Engineer

Medium humanoid (zabrak), neutral light


  • Armor Class 17 (composite armor)
  • Hit Points 187 (25d8+75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 24 (+7) 14 (+2) 12 (+1)

  • Saving Throws Str +9, Dex +9, Con +9, Int +13
  • Skills Athletics +9, Insight +8, Investigation +13, Medicine +8, Nature +13, Perception +8, Technology +16, Survival +8
  • Senses darkvision 60 ft., passive perception 18
  • Languages Galactic Basic, Binary, Zabraki
  • Challenge 18 (20,000 XP)

Energy Arm. The Iridonian's melee attacks ignore immunity and resistance to energy damage. Additionally, the Iridonian ignores the AC increase granted by shield generators.

Legendary Resistance (3/day). If the Iridonian Engineer fails a saving throw, it can choose to succeed instead.

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

Techcasting. The Iridonian Engineer is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 21, +13 to hit with power attacks). The Engineer has 46 tech points and knows the following tech powers: At-will: assess the situation, electroshock, encrypted message, mending, ward
1st level: element of surprise, energy shield, expeditious retreat, translation program
2nd level: motivator boost, shatter, translocate
3rd level: explosion, fabricate trap, protection from energy, tactical advantage
4th level: ballistic shield, cloaking screen, kolto reserve
5th level: override interface, shutdown, toxic cloud
6th level: disintegrate, kolto infusion
7th level: delayed explosion
8th level: stun
9th level: greater explosion

Tech Resistance. The Iridonian Engineer has advantage on saving throws to resist tech powers and effects.

Technological Savant. The Iridonian Engineer has advantage on Intelligence (technology) checks. Additionally, allied droids that are within 30 feet of the Engineer can add its proficency bonus to saving throws.


Actions

Multiattack. The Iridonian Engineer makes three attacks.

Energy Arm. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 13 (3d8) energy damage.

Blaster Rifle: Melee Weapon Attack: +9 to hit, ranged 100/400 ft., one target. Hit: 12 (2d8+3) energy damage.


Legendary Actions

The Iridonian Engineer 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 Iridonian Engineer regains spent legendary actions at the start of its turn.

Energy Arm. The Iridonian Engineer makes an Energy Arm attack.

At-Will Power. The Iridonian Engineer casts an At-Will power.

Cast Tech Power (Costs 1-3 Actions).* The Engineer casts a tech power, spending legendary actions equal to the level of power.

Mass Shadow Grenade (Costs 3 Actions). The Iridonian Engineer picks a point within 60 feet. All creatures within a 30 foot radius of the point must succeed on a DC 21 Constitution saving throw. On a failure, a creature takes 36 (8d8) force damage and is pulled 15 feet toward the point. A creature that succeeds on the saving throw takes half damage and is not pulled.



Legendary Duros Bounty Hunter

Medium humanoid (duros), chaotic dark


  • Armor Class 19 (unarmored defense)
  • Hit Points 163 (25d8+50)
  • Speed 30 ft., fly 60 ft.

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

  • Saving Throws Dex +11, Int +10, Wis +9, Cha +10
  • Skills Acrobatics +11, Deception +10, Insight +9, Intimidation +10, Investigation +10, Medicine +9, Perception +9, Piloting +10, Stealth +11, Technology +10
  • Senses darkvision 60 ft., passive perception 19
  • Languages Galactic Basic, Binary, Durese, Huttese
  • Challenge 17 (18,000 XP)

Breathing Mask. The Bounty Hunter has advantage on saving throws against poison.

Legendary Resistance (3/day). If the Legendary Duros Bounty Hunter fails a saving throw, it can choose to succeed instead.

Strong-Willed. The Bounty Hunter has advantage on saving throws to resist being Charmed or Frightened.

Techcasting. The Legendary Duros Bounty Hunter is a 16th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with power attacks). The Bounty Hunter has 36 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, encrypted message, jet of flame
1st level: element of surprise, energy shield, expeditious retreat, holographic disguise
2nd level: infiltrate, paralyze humanoid, shatter, translocate
3rd level: explosion, fabricate trap, sabotage charges
4th level: cloaking screen, salvo
5th level: override interface, paralyze creature, toxic cloud
6th level: disintegrate, programmed illusion
7th level: delayed explosion
8th level: incendiary cloud

Tech Resistance. The Bounty Hunter has advantage on saving throws against tech powers and effects.

Unarmored Defense. While wearing no armor and wielding no shield, the Bounty Hunter's AC includes its Intelligence modifier (already included).


Actions

Multiattack. The Bounty Hunter makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.

Heavy Blaster Pistol. Ranged Weapon Attack +11 to hit, range 40/160 ft., one target. Hit: 18 (3d8+5) energy damage.

Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) kinetic damage.

Thermal Detonators (5/day). The Bounty Hunter throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.

Jet Jump. The Bounty Hunter picks a point within 60 feet and, using its jet boots, leaps to the point without provoking attacks of opportunity.


Legendary Actions

The Legendary Duros Bounty Hunter 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 Legendary Duros Bounty Hunter regains spent legendary actions at the start of its turn.

Jet Jump. The Bounty Hunter uses its Jet Jump action.

Attack. The Bounty Hunter makes an attack.

Eliminate (Costs 2 Actions). The Bounty Hunter picks a target within 40 feet and makes a Heavy Blaster attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 18 Constitution saving throw. On a failure, the target is stunned until the end of the Bounty Hunter's next turn.

Cast Tech Power (Costs 1-3 Actions). The Bounty Hunter casts a tech power, spending 1 legendary action per level of power cast.


Weapons Developer

Medium humanoid (any), any alignment


  • Armor Class 16 (weave armor)
  • Hit Points 116 (21d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 10 (+0)

  • Saving Throws Dex +6, Int +8
  • Skills Technology +8
  • Senses passive perception 10
  • Languages Galactic Basic
  • Challenge 9 (5,000 XP)

Techcasting. The Weapons Developer is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC 16, +8 to hit with power attacks). The Weapons Developer has 30 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, encrypted message, jet of flame
1st level: element of surprise, energy shield, expeditious retreat, holographic disguise
2nd level: detect traps, scorching ray, shatter
3rd level: explosion, fabricate trap, protection from energy
4th level: cloaking screen
5th level: cryogenic spray, immolate
6th level: firestorm
7th level: delayed explosion

Weapons Expert. The Weapons Developer has advantage on Intelligence (Technology) checks related to weapons.


Actions

Multiattack. The Weapons Developer makes two melee or ranged attacks. It can replace one attack with a harpoon attack.

Modified Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage plus 5 (1d10) poison damage.

Modified Heavy Blaster. Ranged Weapon Attack: +6 to hit, reach 40/160 ft., one target. Hit: 9 (1d8+2+1d6) energy damage.

Harpoon. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: 3 (1d6) kinetic damage and the target is impaled. As an action, a creature can attempt to remove the harpoon. Removing the harpoon requires a DC 16 Strength check. While the harpoon is stuck in the target, the Weapons Developer is connected to the target by a 60 foot cable.

While connected in this manner, the Weapons Developer can use its bonus action to activate the reel, pulling itself to the location if the target is its size or larger. A creature or object smaller than the weapons designer is pulled to it. Alternatively, the Weapon Developer can opt to release the cable (no action required).

Additionally, the Weapons Designer can cast the electroshock At-will power as a bonus action on its turn, targeting an impaled creature.


Imperial Architect

Medium humanoid (any), neutral dark


  • Armor Class 16 (weave armor, 18 with tactical advantage)
  • Hit Points 225 (30d8+90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 22 (+6) 16 (+3) 14 (+2)

  • Saving Throws Dex +7, Con +8, Int +11
  • Skills Insight +8, Investigation + 11, Perception +8, Technology +11
  • Senses passive perception 18
  • Languages Galactic Basic
  • Challenge 13 (10,000 XP)

Legendary Resistance (3/day). If the Imperial Architect fails a saving throw, it can choose to succeed instead.

Paranoid. The Architect casts predictive AI on itself every morning.

Techcasting. The Imperial Architect is a 20th-level techcaster. Its techcasting ability is Intelligence (power save DC 19, +11 to hit with power attacks). The Imperial Architect has 46 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, encrypted message, storming shot, targeting shot
1st level: element of surprise, energy shield, expeditious retreat, holographic disguise
2nd level: infiltrate, paralyze humanoid, shatter, translocate
3rd level: explosion, fabricate trap, sabotage charges, tactical advantage
4th level: cloaking screen, salvo
5th level: override interface, paralyze creature, toxic cloud
6th level: disintegrate
7th level: delayed explosion
8th level: incendiary cloud
9th level: predictive AI

Tech Resistance. The Architect has advantage on saving throws to resist tech powers and effects.

Technology Expert. The Imperial Architect has advantage on Intelligence (Technology).


Actions

Multiattack. The Imperial Architect makes three melee or ranged attacks, or it casts an at-will power and makes an attack.

Ability Description. Ranged Weapon Attack: +7 to hit, ranged 40/160 ft., one target. Hit: 14 (2d8+2+1d6) energy damage.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d8+2) kinetic damage.

Attack! (1/day). Each creature of the Architect's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction.


Ewok Villager

Small humanoid (ewok), chaotic balanced


  • Armor Class 11 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 25 ft., climb 25 ft.

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

  • Senses passive perception 10
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 0 (10 XP)

Keen Hearing and Smell. The ewok villager has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok villager can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Treeclimber. The ewok villager has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.


Actions

Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage.

Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Ewok Hunter

Small humanoid (ewok), chaotic balanced


  • Armor Class 13 (natural armor)
  • Hit Points 36 (8d6+8)
  • Speed 25 ft., climb 25 ft.

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

  • Skills Nature +2, Perception +4, Stealth +5, Survival +4
  • Senses passive perception 14
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The ewok hunter has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok hunter can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Surprise Attack. The ewok hunter has advantage on attacks againts creatures that it has surprised.

Treeclimber. The ewok hunter has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.


Actions

Multiattack. The Ewok Hunter makes two attacks.

Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damge and 3 (1d6) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) kinetic damage and 3 (1d6) poison damage.


Reactions

Evasive. When the Ewok Hunter misses with an attack, it can move up to 5 feet without provoking attacks of opportunity.


Ewok Assault Gunner

Small humanoid (ewok), chaotic balanced


  • Armor Class 14 (natural armor)
  • Hit Points 54 (12d6+12)
  • Speed 25 ft., climb 25 ft.

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

  • Skills Nature +3, Perception +4, Stealth +5, Survival +4, technology +3
  • Senses passive perception 14
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The ewok assault gunner has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The ewok assault gunner can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Treeclimber. The ewok assault gunner has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.


Actions

Multiattack. The Ewok Assault Gunner makes two spear attacks or two assault cannon attacks.

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damge and 3 (1d6) poison damage.

Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Burst. The ewok sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.


Ewok Warchief

Small humanoid (ewok), chaotic balanced


  • Armor Class 15 (natural armor)
  • Hit Points 82 (15d6+30)
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 14 (+2)

  • Saving Throws Str +6
  • Skills Athletics +6, Nature +4, Perception +5, Stealth +7, Survival +5
  • Senses passive perception 15
  • Languages Ewokese, Galactic Basic (understands but cannot speak)
  • Challenge 5 (1,800 XP)

Brute. The Ewok Warchief deals one extra damage die when it deals damage with a melee weapon (already included).

Keen Hearing and Smell. The Ewok Warchief has advantage on Wisdom (Perception) checks that rely on smell.

Mask of the Wild. The Ewok Warchief can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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

Second Wind (1/short or long rest). As a bonus action, the Ewok Warchief regains 10 hit points.

Treeclimber. The Ewok Warchief has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

Warcry. As a bonus action, the Warchief can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range add the Warchief's charisma modifier to their attack rolls.


Actions

Multiattack. The Ewok Warchief makes two attacks.

War Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damge and 7 (2d6) poison damage.

Action Surge (1/short or long rest). The Ewok Warchief makes 4 attacks.


Nydak

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 89 (9d10+36)
  • Speed 40 ft.. climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+3) 5 (-3) 12 (+1) 10 (+0)

  • Skills Athletics + 6, Perception +3
  • Condition Immunities frightened
  • Senses darkvision 60 ft.; passive perception 13
  • Languages -
  • Challenge 4 (1,100 XP)

Leap Attack. If the nydak jumps at least 10 feet as part of its movement next 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 and be stunned until the end of its next turn. If the target is prone and stunned, the nydak can make one bite attack against it as a bonus action.


Actions

Multiattack. The nydak makes one claw and one bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8+4) kinetic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (2d10+4) kinetic damage.


Nydak Alpha

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 189 (18d10+90)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

  • Saving Throws Str +10, Dex +8
  • Skills Athletics +10, Perception +5, Stealth +8
  • Condition Immunities frightened
  • Senses darkvision 60 ft.; passive perception 15
  • Languages -
  • Challenge 10 (5,900 XP)

Bloodthirsty. The Nydak Alpha has advantage on attacks against any creature that doesn’t have all its hitpoints.

Leap Attack. If the nydak jumps at least 10 feet as part of its movement next creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone and be stunned until the end of its next turn. If the target is prone and stunned, the nydak can make one bite attack against it as a bonus action.


Actions

Multiattack. The nydak alpha makes two claw attacks and one bite attack.

Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one creature. Hit: 19 (3d8+6) kinetic damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22 (3d10+6) kinetic damage.


Chirodactyl

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 136 (13d10+65)
  • Speed 30 ft., fly 70 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 7 (-2) 15 (+2) 10 (+0)

  • Skills Perception +5, Stealth +7
  • Condition Immunities frightened
  • Senses blindsight 30 ft., darkvision 60 ft.; passive perception 15
  • Languages -
  • Challenge 8 (3,900 XP)

Blood Frenzy. The chirodactyl has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Dive Attack. If the chirodactyl is flying and dives at least 30 feet straight toward a target and then hits it with an attack, that target must succeed on a DC 16 Strength saving throw or be knocked prone until the end of its next turn. If the target is prone, the chirodactyl can make one bite attack against it as a bonus action.

Echolocation. The chirodactyl can't use its blindsight while deafened.

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


Actions

Multiattack. The chirodactyl makes three melee attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one creature. Hit: 16 (2d10+5) kinetic damage and the target is grappled (escape DC 16).

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one creature that is grappled by the chirodactyl, incapacitated or restrained. Hit: 23 (4d8+5) kinetic damage.

Sonic Screech. The chirodactyl screeches a powerful sonic blast in a 60-foot cone. Each creature in the cone must succeed on a DC 13 Constitution saving throw. On a failed save, a creature takes 16 (3d10) sonic damage and is stunned. A creature that successfully saves only takes half damage and is not stunned. A creature that has the Deafened condition is immune to this action.


Bane Back Spider

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d6+16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 10 (+0)

  • Skills Stealth +5
  • Damage Resistances Poison
  • Senses darkvision 60 ft.; passive perception 10
  • Languages -
  • Challenge 3 (700 XP)

Death Burst. When the spider dies, it explodes in a burst of toxic acid. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage plus 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Ability Description. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage plus 7 (2d6) poison damage.

Venom Spit. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 12 (2d8+3) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned until the end of its next turn.



Ancient Chirodactyl

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 207 (18d12+90)
  • Speed 30 ft. fly 70 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 7 (-2) 16 (+3) 15 (+2)

  • Saving Throws Str +12, Dex +9, Wis +8
  • Skills Athletics +12, Perception +8, Stealth +9
  • Condition Immunities Frightened
  • Senses Blindsight 30 ft., darkvision 60 ft.; passive perception 18
  • Languages -
  • Challenge 16 (15,000 XP)

Blood Frenzy. The ancient chirodactyl has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Dive Attack. If the ancient chirodactyl is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, that target must succeed on a DC 20 Strength saving throw or be knocked prone until the end of its next turn. If the target is prone, the chirodactyl can make one bite attack against it as a bonus action.

Echolocation. The ancient chirodactyl can't use its blindsight while deafened.

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

Legendary Resistance (3/day). If the chirodactyl fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The ancient chirodactyl makes three melee attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 28 (4d10+7) slashing damage and the target is grappled (escape DC 20).

Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one creature that is grappled by the vampire, incapacitated or restrained. Hit: 34 (6d8+7) kinetic damage.

Sonic Screech. The ancient chirodactyl screeches a powerful sonic blast in a 60-foot cone. Each creature in the cone must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 33 (6d10) sonic damage and is stunned. A creature that successfully saves only takes half damage and is not stunned. A creature that has the Deafened condition is immune to this action.


Legendary Actions

The ancient chirodactyl 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 anceint chirodactyl regains spent legendary actions at the start of its turn.

Move. The Chirodactyl flys up to its movement speed.

Claw (Costs 2 Actions). The chirodactyl makes a claw attack.

Sonic Screech (Costs 3 Actions). The chirodactyl makes a sonic screech attack.

 

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