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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. > > \pagebreak ___ ___ > ## 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. >___