Hutt Jedi Knight, Valorous (Light) and Corrupted (Dark)

by Lord Fontijn

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Hutt Jedi Knight, Valorous

Large humanoid (Hutt), lawful light


  • Armor Class 15 (natural hide)
  • Hit Points 230 (23d10+92)
  • Speed 20 ft.

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

  • Saving Throws Str +10, Con +8, Wis +7
  • Skills Athletics +10, Insight +7, Intimidation +6, Perception +7, Persuasion +6,
  • Damage Resistances Acid, Poison
  • Condition Immunities frightened, charmed, poison, disease, prone
  • Senses UV Vision, passive Perception 17
  • Languages Basic, Huttese
  • Challenge 12 (8,400 XP)

Ultra-Violet Sensitivity. The Hutt Jedi Knight can see in the ultra-violet spectrum.

Amphibious. The Hutt Jedi Knight can breathe air and water.

Slimey Exterior. The Hutt Jedi Knight has blubbery, oily skin that makes it difficult to grasp. The Hutt has Advantage on grapple checks.

Aura of Conviction. The Hutt Jedi Knight and his allies within 30 feet can’t be frightened.

Great Weapon Fighting. When the Hutt Jedi Knight rolls a 1 or 2 on a damage die for an attack, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Force Resistance: The Hutt Jedi Knight has Advantage on saving throws against force powers.

Force-Empowered Strikes: The Hutt Jedi Knight's greatsaber attacks are enhanced by its precision and the force, adding an extra 9 (2d8) to melee strikes (included).

Forcecasting. The Hutt Jedi Knight is a 12th level forcecaster whose forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers, 30 force points). He knows the following force powers:

At-will: affect mind, force disarm, force push/pull, force technique, guidance, saber reflect, saber throw, saber ward
1st Level: burst of speed, cloud mind, disperse force, heal, phasestrike, sanctuary
2nd Level: animate weapon, coerce mind, force barrier, force camouflage, force confusion, force throw, rescue
3rd Level: force suppression, knight speed, telekinetic storm

Cunning Action (3/day): The Hutt Jedi Knight can use a bonus action to take the Dash, Disengage, or Hide action.

Reactions

Force Shield (1/day): The Hutt Jedi Knight adds 4 to his AC against a weapon attack that would otherwise hit him.

Actions

Multi-attack. The Hutt Jedi Knight makes two melee attacks, or one melee attack and casts one force power.

Greatsaber. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit 22 (2d6+2d8+6) energy damage.

Powerful Swing (Recharge 6). The Hutt makes a greatsaber attack against one target. Target makes a DC 18 Strength saving throw, on a failure taking normal weapon damage plus an extra 2 (1d4) kinetic damage and is knocked backwards 5 ft. and falls prone. On a success, target takes normal weapon damage only.

Tail Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 15 (2d8+6) kinetic damage, and the target is knocked prone.



Hutt Jedi Knight, Corrupted

Large humanoid (Hutt), chaotic dark


  • Armor Class 14 (natural hide)
  • Hit Points 190 (22d10+66)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 14 (+2) 12 (+1) 20 (+5)

  • Saving Throws Str +9, Con +8, Cha +10
  • Skills Athletics +9, Deception +15, Insight +6, Intimidation +15, Perception +6
  • Damage Resistances Acid, Poison
  • Condition Immunities frightened, charmed, poison, disease, prone
  • Senses UV Vision, passive Perception 16
  • Languages Basic, Huttese
  • Challenge 15 (13,000 XP)

Ultra-Violet Sensitivity. The Hutt can see in the ultra-violet spectrum.

Amphibious. The Hutt can breathe air and water.

Slimey Exterior. The Hutt has blubbery, oily skin that makes it difficult to grasp. The Hutt has Advantage on grapple checks.

Aura of Hatred. The Hutt and his allies within 30 ft. each add an additional 5 damage to their first melee weapon attack each round.

Devastating Critical. When the Hutt scores a critical hit with a melee weapon attack, he adds an additional 11 (2d10) to that weapon’s damage roll.

Force Resistance: The Hutt has Advantage on saving throws against force powers.

Force-Empowered Strikes: The Hutt's greatsaber attacks are enhanced by its precision and the force, adding an extra 13 (3d8) to melee strikes (included).

Forcecasting. The Hutt is a 17th level forcecaster whose forcecasting ability is Charisma (force save DC 18, +10 to hit with force powers, 45 force points). He knows the following force powers:

At-will: affect mind, enfeeble, force push/pull, mind trick, saber reflect, saber throw, shock, slow
1st Level: burst of speed, cloud mind, fear, phasestrike, sap vitality
2nd Level: affliction, coerce mind, drain vitality, force camouflage, force confusion, hallucination
3rd Level: choke, force lightning, force suppression, horror, knight speed
4th Level: dominate beast, hysteria, mind trap
5th Level: dominate mind, insanity
6th Level: rage

Aggressive: The Hutt can use a bonus action to move up to its speed toward a hostile target it can see. He must end this movement closer to his target.

Legendary Resistance (1/day). If the Hutt fails a saving throw, he can choose to succeed instead.

Reactions

Force Shield: The Hutt adds 5 to his AC against a weapon attack that would otherwise hit him.

Actions

Multi-attack. The Hutt makes two melee attacks, or one melee attack and casts one force power.

Greatsaber. Melee Weapon Attack: +9 to hit, Reach 5 ft., one target. Hit 24 (2d6+3d8+4) energy damage.

Tail Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 13 (2d8+4) kinetic damage, and the target is knocked prone.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 8 (1d8+4) kinetic damage, and the target must succeed on a DC 17 Dexterity saving throw or become grappled.

Crush. The Hutt can crush a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 13 (2d8+4) kinetic damage and becomes restrained. A creature who is restrained by the Hutt has disadvantage on this saving throw.

Legendary Actions

The Hutt can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only after another creatures turn. The Hutt regains legendary action points at the start of his turn.

Attack. The Hutt makes one melee attack.

Forcecasting. The Hutt can cast one at-will force power.

Powerful Swing (2 Legendary Actions). The Hutt makes a greatsaber attack against one target. Target makes a DC 17 Strength saving throw, on a failure taking normal weapon damage plus an extra 3 (1d6) kinetic damage and is knocked backwards 5 ft. and falls prone. On a success, target takes normal weapon damage only.


 

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