The ABC: Aziz's Baby Codex

by Aziz

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Table of Contents

 DROIDS

Astromech War Hero (R2-D2) CR 17, pg. 1

[Basilisk War Droid] (revised) CR 5, pg. 2

IG-227 Hailfire-class Droid (revised) CR 14, pg. 2

Crab Droid, LM-432 Assault CR 5, pg. 2

Crab Droid Scout, LM-432 CR 1, pg. 3

Crab "Muckraker" Droid, LM-432 CR 3, pg. 3

Dwarf Spider Droid, DSD1 (revised) CR 2, pg. 4

Homing Spider Droid, OG-9 CR 9, pg. 4

Super Tactical Droid (revised) CR 15, pg. 5

BEASTS

Geonosian Hydra CR 11, pg. 6

Gutkurr (revised) CR 4, pg. 6

Laigrek CR 1, pg. 7

Laigrek, Deadly CR 2, pg. 7

Murglak CR 0, pg. 7

Mythosaur CR 17, pg. 8

Nexu, Sithslayer CR 8, pg. 8

Schutta CR 0, pg. 9

Schutta, Dire CR 1/8, pg. 9

Wraid (revised) CR 3, pg. 9

ABERRATIONS

Dwomutsiqsa Dreambeast CR 10, pg. 10

Dwomutsiqsa Smoke Demon CR 14, pg. 11

Leviathan, Adolescent CR 10, pg. 12

Leviathan Larva CR 1/4, pg. 13

Leviathan Larvae Swarm CR 2, pg. 13

Leviathan, Favored (Krespuckle) CR 28, pg. 14

Massassi Abomination CR 17, pg. 15

Massassi, Feral CR 13, pg. 15

Massassi Savage CR 5, pg. 16

Massassi Warrior CR 9, pg. 16

Pit Horror CR 13, pg. 17

Shambler CR 7, pg. 17

Silooth CR 8, pg. 18

Silooth, Veer- CR 11, pg. 18

Sith War Behemoth CR 6, pg. 19

Sith War Bird CR 4, pg. 19

Sleeper, The CR 10, pg. 20

Terentatek (revised) CR 12, pg. 21

Terentatek Mauler CR 14, pg. 21

War Wyrm (revised) CR 18, pg. 22

HUMANOIDS

Gunhead, Mr. (D'Harhan) CR 5, pg. 23

Jedi Princess CR 12, pg. 24

Sith Jen'ari (Ajunta Pall) CR 24, pg. 25

Sith Mother of Monsters (Sorzus Syn) CR 24, pg. 26

Sith War Goddess (XoXaan) CR 23, pg. 27

Trooper, Captain (revised) CR 4, pg. 28

Weequay Pragmatist (Hondo Ohnaka) CR 11, pg. 29

ELEMENTALS

Clay Elemental CR 5, pg. 30

Flame Elemental CR 5, pg. 30

Frost Elemental CR 5, pg. 31

Night Elemental CR 5, pg. 31

Smoke Elemental CR 5, pg. 32

Sunlight Elemental CR 5, pg. 32

Woodrot Elemental CR 5, pg. 33

Checklist for the near future:
Sith Plaguemistress, Emperor Knight, Sith Illusionist, Firedrake, Uvak, Veertuk'ata, Veerhydra, Carnelian Dragon, Crèche Angel (3 sizes), Starweird Queen, Karness Muur, Remulus Dreypa (Sith Catastrophe), Infiltrator/Demolition Droid


Creatures already in the SnV or Codex:
Combat Engineer, Sith Necromancer, Sith Zombie, Sith War Wyrm, Leviathan, Sea Leviathan, Basilisk War Droid, Junk Droid, Repair Droid, Hailfire Droid, Super Tactical Droid (old), DSD1 Dwarf Spider Droid (old), Anzellan Droidsmith


Pictures and flavor text: Link
Because these things can make loading times a hassle when a document of statblocks gets too big, I've decided to keep these in a separate document.


This document is getting a twin soon, called the XYZ: Xenotome of Yuuzhan'tar Zoology, which is a work-in-progress series of statblocks specifically for the Yuuzhan Vong. (Linked here if you want to take a sneak peek at it.)


(Some of the creatures in this document already exist in Scum and Villainy. These ones are revisions either of older statblocks that have mistakes in them, updates of statblocks I made in the past, or both. They are: Dwarf Spider Droid, Super Tactical Droid, Wraid, Terentatek, Captain Trooper, Hailfire Droid.)



Astromech War Hero

Small droid, chaotic light


  • Armor Class 19 (armor plating)
  • Hit Points 130 (20d6+60)
  • Speed 25 ft., flying 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 16 (+3) 22 (+6) 13 (+1) 16 (+3)

  • Saving Throws Wis +5
  • Skills Deception, +7 Perception +5, Technology +10, Piloting +10, Mechanic's Kit +10
  • Damage Vulnerabilities ion
  • Damage Resistances kinetic, necrotic, poison, psychic
  • Condition Immunities poisoned, disease, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Basic, Huttese, Mon Calamarian, Shyriiwook
  • Challenge 17 (18,000 XP)               Proficiency Bonus +4

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

Keen Hearing and Sight. The astromech has advantage on Wisdom (Perception) checks that rely on hearing or sight.

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

Potent Aptitude (6/day). The astromech can use its bonus action to give one of its allies a d12 to roll for any ability check, attack roll, or saving throw.

Relentless (1/day). If the astromech takes 38 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Zoom. If the astromech moves at least 15 ft. straight toward a creature and then hits it with a bonk attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the astromech can cast electroshock on it as a bonus action.

Tech Casting. The astromech is a 17th level tech caster (tech save DC 18, +10 to hit with power attacks, 74 tech points). The astromech knows the following powers.

At-will: electrical burst, electroshock, extinguish, jet of flame, mending, minor hologram, mobile lights, on/off, short circuit
1st-level: decryption program, oil slick, repair droid, smoke cloud
2nd-level: detect invisibility, lock, magnetic hold, magnetic field, release, shocking ray
3rd-level: diminish tech, scramble interface, read memory, sending, tech override
4th-level: defibrillate, scan area
5th-level: cryogenic spray, friendly fire, greater analyze, mass repair droid, override interface, shutdown, skill protocol
6th-level: security protocols
7th-level: cage
8th-level: stun dart
9th-level: predictive ai

Actions

Bonk. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.

Electroshock. Melee Tech Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage and the target is shocked. This attack has advantage if the target is made of metal or wearing armor made of metal.


Basilisk War Droid

Huge droid, unaligned


  • Armor Class 18 (heavy armor plating)
  • Hit Points 95 (10d12+30)
  • Speed 40 ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 16 (+3) 4 (-3) 12 (+1) 14 (+2)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, poison
  • Senses blindsight 60 ft., tremorsense 120 ft. passive Perception 12
  • Languages Mando'a but can't speak
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Beast A.I.. The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.

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

Mourning. If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.

Weapons Compartment. A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and 1 day's worth of rations in a storage hatch within reach of their seat.

Actions

Multiattack. The basilisk makes three weapon attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Light Laser Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 11 (2d8+3) energy damage.

Pulse-Wave Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 10 (2d6+3) fire damage.

Shatter-Missile Launcher (4/Day). The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot radius sphere of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.

Shockwave Generator (Recharge 5-6). The basilisk unleashes a burst of plasma from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.


IG-227 Hailfire-class Droid

Huge droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 168 (16d12+64)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 19 (+4) 10 (+0) 10 (+0) 1 (-5)

  • Saving Throws Dex +9, Int +5, Cha +0
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 120ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 14 (15,000 XP)            Proficiency Bonus +5

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

Nimble Escape. The droid can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The droid makes three medium laser cannon attacks.

Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the droid's path. On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.

Medium Laser Cannon. Ranged Weapon Attack +9 to hit, 100/400, one target. Hit 20 (3d10+4) energy damage.

Missile Launchers (10/Day). The droid launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 18 Dexterity saving throw, taking 27 (6d8) fire and 27 (6d8) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 18 (4d8) fire and 18 (4d8) kinetic damage if they fail the save by 10 or more.


LM-432 Assault Crab Droid

Huge droid, unaligned


  • Armor Class 18 (armorplast shielding)
  • Hit Points 105 (10d12+40)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 18 (+4) 16 (+3) 14 (+2) 8 (-1)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +7, Survival +5
  • Damage Vulnerabilities ion, lightning
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, diseased
  • Senses passive Perception 12
  • Languages Binary, Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Blindspot. The crab droid's actions and traits are incapable of targeting any creature or space directly above it.

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

Duranium Stabilizers. The crab droid can dig its claws into difficult surfaces, like sheer bedrock, to climb them without needing to make an ability check. It is also not slowed by muddy or swamplike difficult terrain.

Pin. The crab droid can use a bonus action to attempt to grapple a prone target within 10 feet.

Techcasting. The crab droid's innate tech casting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It can innately cast the following tech powers:

1/day: holding cell

Actions

Multiattack. The crab droid makes four blaster attacks.

Blaster Cannon. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d12-1) energy damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12+5) kinetic damage. If the target is a Large or smaller creature, it must make a DC 16 Strength saving throw or be knocked prone.


LM-432 Crab Droid Scout

Medium droid, unaligned


  • Armor Class 16 (armorplast shielding)
  • Hit Points 33 (5d8+10)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 10 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +4, Survival +4
  • Damage Vulnerabilities ion, lightning
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, diseased
  • Senses passive Perception 12
  • Languages Binary, Galactic Basic but can't speak it
  • Challenge 1 (200 XP)                    Proficiency Bonus +2

Blindspot. The crab droid's actions and traits are incapable of targeting any creature or space directly above it.

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

Duranium Stabilizers. The crab droid can dig its claws into difficult surfaces, like sheer bedrock, to climb them without needing to make an ability check. It is also not slowed by muddy or swamplike difficult terrain.

Pin. The crab droid can use a bonus action to attempt to grapple a prone target within 5 feet.

Actions

Multiattack. The crab droid makes two attacks with its twin blaster.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage. If the target is a Medium or smaller creature, it must make a DC 12 Strength saving throw or be knocked prone.

Twin Blaster. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 4 (1d8+0) energy damage.


LM-432 "Muckraker" Crab Droid

Large droid, unaligned


  • Armor Class 17 (armorplast shielding)
  • Hit Points 77 (9d10+27)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

  • Saving Throws Str +6, Con +5
  • Skills Athletics +6, Survival +4
  • Damage Vulnerabilities ion, lightning
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, diseased
  • Senses passive Perception 12
  • Languages Binary, Galactic Basic but can't speak it
  • Challenge 3 (700 XP)                    Proficiency Bonus +2

Blindspot. The crab droid's actions and traits are incapable of targeting any creature or space directly above it.

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

Duranium Stabilizers. The crab droid can dig its claws into difficult surfaces, like sheer bedrock, to climb them without needing to make an ability check. It is also not slowed by muddy or swamplike difficult terrain.

Pin. The crab droid can use a bonus action to attempt to grapple a prone target within 5 feet.

Actions

Multiattack. The crab droid makes three blaster cannon attacks, or uses its muckrake and then its mud spray.

Blaster Cannon. Ranged Weapon Attack: +1 to hit, range 100/400 ft., one target. Hit: 5 (1d12-1) energy damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) kinetic damage. If the target is a Large or smaller creature, it must make a DC 14 Strength saving throw or be knocked prone.

Muckrake. The crab droid targets a square of muddy or swamplike difficult within 5 feet of it and transforms that area into normal terrain, filling its tank with mud.

Mud Spray. The crab droid jet-sprays the contents of its mud tank onto a space within 30 feet, turning that space into difficult terrain, and forcing any creatures standing on it to make a DC 14 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This attack cannot be used if the crab droid's mud tank is empty.


DSD1 Dwarf Spider Droid

Large droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 38 (5d10+10)
  • Speed 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 9 (-1)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses blindsight 120ft., passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)                    Proficiency Bonus +2

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

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

Actions

Multiattack. The spider droid makes three rapid-fire attacks.

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage. This attack is made with advantage against constructs. Hit or miss, the target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save or half as much on a successful one.

Rapid-fire. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) energy damage.

Claw. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.

Self-Destruct. When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one.

Triangulation. The spider droid selects a target it can perceive and sends a digital signal to an OG-9 homing spider droid within 600 feet but more than 60 feet away. The OG-9 is made aware of the target's exact location, even if it cannot see it directly, and its next attack roll against that target is made with advantage, or the next saving throw that target must make against the OG-9's attack is made with disadvantage. Any effect that blocks communications, such as a comm jammer, can prevent this action from taking place. The dwarf spider droid will know if its signal is being blocked.


OG-9 Homing Spider Droid

Huge droid, unaligned


  • Armor Class 19 (armor plating)
  • Hit Points 148 (14d12+56)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 10 (+0) 8 (-1) 6 (-2)

  • Skills Athletics +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 9
  • Languages Binary, Galactic Basic
  • Challenge 9 (5,000 XP)                 Proficiency Bonus +4

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

Towering. Creatures of Medium size or smaller can stand in the spider droid's space.

Vulnerable Legs. When the spider droid is reduced to half of its hit point maximum, one of its legs falls off, reducing its speed to 0 feet, and will remain so even if the spider droid is healed to above half its maximum.

Actions

Multiattack. The spider droid makes two laser cannon attacks.

Homing Laser. The spider droid saturates an area in a 60-foot cone with laser fire. All enemies within the area must make a DC 15 saving throw. On a failure, targets take 26 (4d12) energy damage, half as much on a success, or no damage on a success while behind at least half cover.

Laser Cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10+3) energy damage.

Sustained Beam. A beam of energy flashes out from the droid's circular dish in a 5-foot-wide, 300-foot-long line. Each creature in the line must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) energy damage. On a successful save, it takes half as much damage.
The Sustained Beam is maintained until the spider droid moves, is rendered unable to use actions, or loses one of its legs.
The spider droid must use its action to maintain the beam at the start of each of its turns, dealing its damage to any structures touching the beam immediately.
A creature that moves through or begins its turn in the beam's area must make a DC 14 Dexterity saving throw. On a failed save, it takes 8d6 energy damage.
Because the circular dish that fires the beam is 10 feet off the ground, some creatures may be able to pass safely underneath it, at the DM's discretion.



Super Tactical Droid

Medium droid, unaligned


  • Armor Class 17 (powered battle armor)
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 17 (+3) 21 (+5) 16 (+3) 15 (+2)

  • Skills Athletics +8, Lore +10, Perception +13, Stealth +8
  • Damage Vulnerabilities ion
  • Damage Resistances psychic, necrotic, unenhanced kinetic
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, disease, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 23
  • Languages Galactic Basic, Binary
  • Challenge 15 (13,000 XP)               Proficiency Bonus +5

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

Master of the Droid. While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

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

Tactical Technology. When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Techcasting. The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers:

At-will: assess the situation, encrypted message, electroshock, poison spray, spectrum ray, tracker droid interface, warding shot
1st-level: homing rockets, expeditious retreat, preparedness, repair droid, spectrum bolt, voltaic shield
2nd-level: capacity boost, energetic burst, enhance droid, mirror image
3rd-level: autonomous servant, destroy tech, explosion, tactical advantage
4th-level: radiation, sensor probe, synchronicity, wire bind
5th-level: mass repair droid, toxic cloud
6th-level: security protocols
7th-level: tactical superiority

Actions

Multiattack. The tactical droid makes three bash attacks or biopistol attacks.

Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d8+3) kinetic damage. This attack scores a critical hit on a roll of 19 or 20.

Biopistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

Legendary Actions

The tactical droid 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 tactical droid regains spent legendary actions at the start of its turn.

At-Will. The tactical droid casts an at-will tech power.

Bash. The tactical droid makes a bash attack.

Move. The tactical droid moves up to its speed without provoking opportunity attacks.

Construct Droid (Costs 3 Actions). Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.


Geonosian Hydra

Gargantuan beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 248 (16d20+80)
  • Speed 40ft., fly 60ft., swim 80ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Challenge 11 (7,200 XP)              Proficiency Bonus +4

Amphibious. The hydra can breath air and water.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Three Heads. The hydra has three heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 60 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12+5) kinetic damage.


Gutkurr

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Damage Resistances energy
  • Senses darkvision 60 ft., passive Perception 9
  • Languages -
  • Challenge 4 (1,100 XP)                 Proficiency Bonus +2

Pounce. If the gutkurr 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 13 Strength saving throw or be knocked prone. If the target is prone, the gutkurr can make one bite attack against it as a bonus action.

Wounded Fury. While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The gutkuur can make two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10+3) kinetic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8+3) kinetic damage.


Laigrek

Small beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 44 (8d6+16)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 8 (-1)

  • Skills Survival +3, Perception +3
  • Senses blindsight 30 ft., passive Perception 11
  • Languages ---
  • Challenge 1 (200 XP)                    Proficiency Bonus +2

Actions

Multiattack. The laigrek makes two attacks with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.


Deadly Laigrek

Medium beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 65 (10d8+20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 8 (-1)

  • Skills Survival +3, Perception +3
  • Senses blindsight 30 ft., passive Perception 11
  • Languages ---
  • Challenge 2 (450 XP)                    Proficiency Bonus +2

Actions

Multiattack. The deadly laigrek makes two attacks with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) kinetic damage plus 5 (2d4) fire damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Spit Fire. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 15 (3d8+2) fire damage.


Murglak

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 11 (2d4+6)
  • Speed 35 ft., burrow 20 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 16 (+3) 2 (-4) 14 (+2) 1 (-5)

  • Saving Throws Con +5
  • Skills Perception +4
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages ---
  • Challenge 0 (10 XP)                      Proficiency Bonus +2

Death Burst. When the murglak dies, it explodes in a burst of unspeakable fluid. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be incapacitated until the end of the creature's next turn.

Stench. Any creature other than a murglak that starts its turn within 10 feet of the murglak must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any murglak for 1 hour.

Tenacious Fortitude: If damage reduces the murglak to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the murglak drops to 1 hit point instead. Its death burst trait is still triggered as if it had died.

Actions

Nibble. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 1 kinetic damage plus 1 poison damage.



Mythosaur

Gargantuan beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 341 (22d20+110)
  • Speed 40 ft., climb 30 ft., swim 30ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 4 (-3) 12 (+1) 12 (+1)

  • Saving Throws Dex +6, Con +11, Wis +7
  • Damage Resistances unenhanced energy, fire
  • Senses darkvision passive Perception 11
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

Hold Breath. The mythosaur can hold its breath for 1 hour.

Keen Striking. The mythosaur scores a critical hit on a roll of 19 or 20. If at least one of the mythosaur's allies is within 5 feet of its target and the ally isn't incapacitated, the mythosaur instead scores a critical hit on a roll of 18-20.

Actions

Multiattack. The mythosaur makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) kinetic damage.

Claw: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) kinetic damage.

Tail: Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) kinetic damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the mythosaur and knocked prone.

Primal Roar (Recharge 5-6): The mythosaur's roar shatters the air in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) sonic damage on a failed save, or half as much damage on a successful one. The roar is audible out to 10 miles, and other mythosaurs automatically succeed on the saving throw.



Sithslayer Nexu

Medium beast, chaotic light


  • Armor Class 17 (unarmored defense)
  • Hit Points 83 (15d8+15)
  • Speed 50 ft., climb 40 ft.

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

  • Saving Throws Dex +10
  • Skills Perception +6, Stealth +15
  • Senses truesight 60 ft., passive Perception 17
  • Languages Galactic Basic, Hapan (cannot speak)
  • Challenge 8 (3,900 XP)                    Proficiency Bonus +5

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

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the nexu, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

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

Good Kitty. The nexu is attuned to emotions broadcast through the Force. It can sense the alignment of creatures as if by force sight within 30 feet of it, and puts its guard up against those of the dark side.

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

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

Pounce. If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that attack deals an additional 1d8 damage, and that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

Unarmored Defense. While wearing no armor and not wielding a shield, the nexu adds its Wisdom modifier to its AC.

Actions

Multiattack. The nexu makes two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Reactions

Bad Kitty. When a creature within 30 feet of the nexu that it can see casts a force power, they provoke an opportunity attack from the nexu, during which the nexu can move up to its speed in order to close the distance toward this creature.


Schutta

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages --
  • Challenge 0 (10 XP)                      Proficiency Bonus +2

Keen Hearing and Smell. The schutta has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 kinetic damage.


Dire Schutta

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages --
  • Challenge 1/8 (25 XP)                  Proficiency Bonus +2

Keen Hearing and Smell. The schutta has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) kinetic damage.


Wraid

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 68 (8d10+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 17 (+3) 4 (-3) 10 (+0) 8 (-1)

  • Skills Athletics +5
  • Senses blindsight 30 ft., passive Perception 10
  • Languages ---
  • Challenge 3 (700 XP)                    Proficiency Bonus +2

Charge. If the wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (1d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Actions

Multiattack The wraid makes two attacks, once with its ram and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) kinetic damage.



Dwomutsiqsa Dreambeast

Large force-entity (sithspawn), neutral dark


  • Armor Class 15 (natural armor)
  • Hit Points 113 (15d10+30)
  • Speed 40 ft., swim 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 15 (+2) 13 (+1) 15 (+2) 19 (+4)

  • Saving Throws Dex +8, Cha +8
  • Skills Deception +8, Intimidation +8, Stealth +8
  • Damage Resistances unenhanced energy, unenhanced kinetic
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 60ft., passive Perception 12
  • Languages Sith, telepathy 120 ft.
  • Challenge 10 (5,900 XP)                 Proficiency Bonus +4

Incorporeal Movement. The dreambeast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Nightmare Body. A creature that touches the dreambeast or hits it with a melee attack while within 5 ft. of it takes 9 (2d8) psychic damage. If it wishes, the dreambeast can choose not to deal this damage.

Prey on Fear (1/turn). If the dreambeast has frightened a creature in the past 24 hours and hits it with an attack, the target takes an extra 21 (6d6) damage from the attack.

Shapechanger. The dreambeast can use its action to transform into a Small, Medium or Large creature it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Its attacks can be masked to look like they belong in its new form, such as its claw taking the form of a lightsaber swing, or its bolt appearing to be a cannon blast, but their statistics remain the same, and any weapons it appears to conjure are not real. It reverts to its true form and vanishes into mist if it dies.

Actions

Multiattack. The dreambeast makes three force attacks.

Bolt. Ranged Force Attack: +8 to hit, range 100/400, one target. Hit: 13 (2d8+4) lightning damage.

Claw. Melee Force Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8+4) psychic damage.

Horrifying Visage. Each non-sithspawn creature within 60 ft. of the dreambeast that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target is also shocked until the end of its turn. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this dreambeast's Horrifying Visage for the next 24 hours.

Reactions

Unnerving Mask. When a creature the dreambeast can see starts its turn within 30 feet of the dreambeast, the dreambeast can create the illusion that it looks like one of the creature's worst fears. If the creature can see the dreambeast, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its turn.



Dwomutsiqsa Smoke Demon

Medium force-entity (sithspawn), neutral dark


  • Armor Class 15
  • Hit Points 94 (11d8+44)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 18 (+4) 9 (-1) 14 (+2) 18 (+4)

  • Saving Throws Dex +10
  • Skills Perception +7, Stealth +10
  • Damage Resistances acid, fire, lightning
  • Damage Immunities cold, necrotic, poison; unenhanced energy, unenhanced kinetic
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Sith, telepathy 120 ft.
  • Challenge 14 (1,100 XP)                 Proficiency Bonus +5

Death From Within. At the beginning of each of the the demon's turns, while it possesses a body, the demon can force the body to make a DC 17 Wisdom saving throw, taking 39 (6d12) acid damage on a failure.

Disintegrate. When a creature is reduced to 0 hit points by acid damage from the demon, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized. In addition, the demon absorbs the target's life force, gaining all its knowledge and memories. Killing the demon will free this captive life force.

Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Smoke Form. The demon can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.

Actions

Multiattack. The demon makes three ethereal fist attacks; or it makes one paralyze attack and then uses its possession if able.

Ethereal Fist. Melee Force Attack: +9 to hit, reach 5ft., one target. Hit: 17 (3d8+4) kinetic damage.

Paralyze. Ranged Force Attack: +9 to hit, range 60/240, one target. Hit: 26 (4d10+4) necrotic damage. On a hit, the creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is paralyzed in this way when the demon tries to possess it, the possession succeeds automatically, and the paralysis ends.

Possession (Recharge 5~6). One humanoid that the demon can see within 5 feet of it must succeed on a DC 17 Charisma saving throw or be possessed by the demon; the demon then disappears, and the target is incapacitated and loses control of its body, which becomes shrouded in dark red mist. The demon now controls the body but doesn't deprive the target of awareness. The demon can't be targeted by any attack, power, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the demon ends it as a bonus action, or the demon is forced out by an effect that dispels curses like the improved restoration power. When the possession ends, the demon reappears in an unoccupied space within 5 feet of the body. The target is immune to this demon's Possession for 24 hours after succeeding on the saving throw or after the possession ends.


Adolescent Leviathan

Large aberration (sithspawn), chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10+85)
  • Speed 40 ft., burrow 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 3 (-4) 13 (+1) 20 (+5)

  • Saving Throws Str +10, Dex +6, Con +9
  • Skills Athletics +10, Survival +5, Intimidation +9
  • Damage Resistances necrotic
  • Damage Immunities fire
  • Condition Immunities frightened, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 11
  • Languages Sith (does not speak)
  • Challenge 10 (5,900 XP)              Proficiency Bonus +4

Lost to the Force. The leviathan's thoughts and location can't be discerned by the Force.

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

Actions

Multiattack. The leviathan makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) kinetic damage. If the target is a Medium or smaller creature, it is grappled by one of the leviathan's tentacles (escape DC 15). The leviathan has two tentacles, each of which can grapple one target. If the leviathan has no tentacles available, it can grapple the target in its jaws instead, and it can only use its bite on that target until the grapple ends.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage.

Dark Weapons (Recharge 5-6). The leviathan uses one of the following dark weapons.

Fire Breath. The leviathan exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Life Drain. Each creature currently grappled by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids or constructs.


Leviathan Larva

Tiny aberration (sithspawn), chaotic dark


  • Armor Class 12
  • Hit Points 13 (5d4+0)
  • Speed 30 ft. swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 3 (-4) 11 (+0) 9 (-1)

  • Damage Resistances necrotic
  • Damage Immunities fire
  • Condition Immunities frightened, poisoned
  • Senses blindsight 60ft. passive Perception 10
  • Languages ---
  • Challenge 1/4 (50 XP)                  Proficiency Bonus +2

Echolocation: The larva can't use its blindsight while deafened.

Keen Hearing: The larva has advantage on Wisdom (Perception) checks that rely on hearing.

Lost to the Force. The larva's thoughts and location can't be discerned by the Force.

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8+1) kinetic damage plus 1 poison damage.


Leviathan Larvae Swarm

Large swarm of Tiny aberrations (sithspawn), chaotic dark


  • Armor Class 12
  • Hit Points 39 (6d10+6)
  • Speed 30 ft. swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 3 (-4) 11 (+0) 9 (-1)

  • Damage Resistances necrotic
  • Damage Immunities fire
  • Condition Immunities frightened, poisoned
  • Senses blindsight 60ft. passive Perception 10
  • Languages ---
  • Challenge 2 (450 XP)                    Proficiency Bonus +2

Echolocation: The swarm can't use its blindsight while deafened.

Keen Hearing: The swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Lost to the Force. The swarm's thoughts and location can't be discerned by the Force.

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small shyrack. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature in the swarm's space. Hit: 13 (2d10+2) kinetic damage plus 5 (2d4) poison damage, or 6 (1d10+2) kinetic damage plus 2 (1d4) poison damage if the swarm has half of its hit points or fewer.



Favored Leviathan

Gargantuan aberration (sithspawn), chaotic evil


  • Armor Class 22 (natural armor)
  • Hit Points 510 (26d20+234)
  • Speed 50 ft., burrow 30 ft., fly 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 28 (+9) 4 (-3) 18 (+4) 24 (+7)

  • Saving Throws Str +18, Con +17, Cha +15
  • Skills Athletics +18, Survival +12, Intimidation +14
  • Damage Resistances energy, necrotic
  • Damage Immunities acid, fire, unenhanced kinetic
  • Condition Immunities frightened, paralyzed, poisoned, prone, shocked, stunned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
  • Languages Sith (does not speak)
  • Challenge 28 (120,000 XP)             Proficiency Bonus +8

Amphibious. The leviathan can breathe air and water.

Blister Pods. The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.

Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced.

Improved Force Resistance. The leviathan has advantage on saving throws against force powers, and any creature that makes a force attack against the leviathan has disadvantage on the attack roll.

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

Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened in this way, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.

Siege Monster. The leviathan deals double damage to objects and structures.

Actions

Multiattack. The leviathan can use its Frightful Presence. It then makes three attacks: two with its claws and one with its bite, or three lightning strikes.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8+10) kinetic damage. If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 28 (8d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan must succeed on a DC 20 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 leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) kinetic damage, and the creature is poisoned until the start of the leviathan's next turn.

Lightning Strike. Ranged Force Attack: +15 to hit, range 120/480 ft., one target. Hit: 11 (2d10) lightning damage and 11 (2d10) necrotic damage.

Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (3d6+10) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.

Breath of Destruction (Recharge 5-6). The leviathan exhales a beam of raw power in a 180-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 55 (10d10) lightning damage and 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 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 itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the leviathan's Frightful Presence for the next 24 hours.

Legendary Actions

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

Attack. The leviathan makes one attack, either with its tentacle or with its lightning strike.

Life Drain (Costs 2 Actions). Each creature currently grappled by the leviathan takes 21 (6d6) necrotic damage.

Move. The leviathan moves up to half its speed.


Massassi Abomination

Huge aberration (sithspawn), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 310 (23d12+161)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 6 (-2) 13 (+1) 19 (+5)

  • Saving Throws Str +13, Dex +6, Con +13, Wis +7
  • Skills Intimidation +11, Perception +7
  • Damage Resistances fire, kinetic, necrotic
  • Damage Immunities poison
  • Condition Immunities frightened, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Massassi
  • Challenge 17 (18,000 XP)            Proficiency Bonus +6

Charge. If the massassi moves at least 15 feet straight toward a target and then hits it with a spear attack on the same turn, the target takes an extra 38 (7d10) kinetic damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.

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

Siege Monster. The massassi deals double damage to objects and structures.

Innate Forcecasting. The massassi's innate forcecasting ability is Charisma (save DC 19). It can innately cast the following powers:

At will: curse, denounce, horror, slow
1/day: insanity, ruin

Actions

Multiattack. The massassi makes three attacks: two with its fists and one with its stomp.

Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) kinetic damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.

Spear. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 45 (7d10+7) kinetic damage.

Spear Toss. Ranged Weapon Attack: +13 to hit, range 30/90, one target. Hit: 40 (6d10+7) kinetic damage. Hit or miss, the spear hits so hard that the target and each creature within 5 feet must make a Dexterity saving throw (DC 21), taking 11 (2d10) kinetic damage on a failed save.

Reactions

Unnatural Fury. In response to being damaged, the massassi can cast one of its innate force powers.


Feral Massassi

Large aberration (sithspawn), chaotic evil


  • Armor Class 18
  • Hit Points 173 (15d10+96)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+6) 6 (-2) 12 (+1) 16 (+3)

  • Saving Throws Con +11, Int +3, Wis +6, Cha +8
  • Damage Resistances fire, kinetic, necrotic
  • Damage Immunities poison
  • Condition Immunities frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Massassi, Sith
  • Challenge 13 (10,000 XP)            Proficiency Bonus +5

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

Unarmored Defense. While wearing no armor and not wielding a shield, the massassi adds its Constitution modifier to AC.

Innate Forcecasting. The massassi's innate forcecasting ability is Charisma (save DC 16). It can innately cast the following powers:

At will: curse, denounce, slow
1/day: shroud of darkness

Actions

Multiattack. The massassi uses Horrify if it can. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) kinetic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) kinetic damage.

Horrifying Visage (Recharge 5-6). Each non-sithspawn creature within 15 feet of the massassi that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 massassi's Horrify for the next 24 hours.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the massassi can make one melee weapon attack with advantage against the attacker.


Massassi Savage

Medium aberration (sithspawn), neutral evil


  • Armor Class 16
  • Hit Points 95 (10d8+50)
  • Speed 30 ft.

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

  • Skills Intimidation +2, Perception +2
  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Massassi, Sith
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

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

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

Unarmored Defense. While wearing no armor and not wielding a shield, the massassi adds its Constitution modifier to AC.

Actions

Multiattack. The massassi makes two attacks: one with its unarmed strike and one with its greatsword.

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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 5 (1d8+4) kinetic damage.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the massassi can make one melee weapon attack with advantage against the attacker.


Massassi Warrior

Medium aberration (sithspawn), neutral evil


  • Armor Class 20
  • Hit Points 143 (15d8+75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 20 (+5) 8 (-1) 10 (+0) 12 (+1)

  • Saving Throws Con +9
  • Skills Athletics +10, Intimidation +5, Perception, +4
  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Massassi, Sith
  • Challenge 9 (5,000 XP)                 Proficiency Bonus +4

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

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

Unarmored Defense. While wearing no armor and not wielding a shield, the massassi adds its Constitution modifier to AC.

Innate Forcecasting. The massassi's innate forcecasting ability is Charisma (save DC 13). It can innately cast the following powers:

At will: curse, denounce, slow

Actions

Multiattack. The massassi makes three attacks with its lanvarok, but can replace one of those attacks with a disc attack.

Disc. Ranged Weapon Attack: +10 to hit, range 30, one target. Hit: 16 (3d6+6) kinetic damage.

Lanvarok. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 11 (1d10+6) kinetic damage.

Reactions

Unbridled Fury. In response to being hit by a melee attack, the massassi can make one melee weapon attack with advantage against the attacker.


Pit Horror

Gargantuan aberration (sithspawn), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 325 (21d20+105)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 7 (-2) 21 (+5) 3 (-4) 16 (+3) 12 (+1)

  • Saving Throws Wis +8, Cha +6
  • Skills Stealth +8
  • Damage Immunities fire
  • Senses blindsight 120 ft., passive Perception 13
  • Languages --
  • Challenge 13 (10,000 XP)            Proficiency Bonus +5

False Appearance. While the pit horror remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.

Lost to the Force. The pit horror's thoughts and location can't be discerned by the Force.

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

Tunneler. The pit horror can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Volcanic Stride. The pit horror doesn't spend extra movement while moving through lava.

Actions

Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) kinetic damage plus 13 (3d8) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the pit horror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the pit horror, and it takes 35 (10d6) acid damage at the start of each of the pit horror's turns.
If the pit horror takes 30 damage or more on a single turn from a creature inside it, the pit horror must succeed on a DC 18 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 pit horror. If the pit horror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Fire Breath (Recharge 5-6). The pit horror exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.


Shambler

Medium aberration (sithspawn), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 117 (18d8+36)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 18 (+4)

  • Saving Throws Str +5, Con +5
  • Skills Perception +4
  • Damage Resistances unenhanced kinetic, necrotic
  • Damage Immunities psychic
  • Senses darkvision 120 ft., passive Perception 14
  • Languages --
  • Challenge 7 (2,900 XP)                 Proficiency Bonus +3

Freedom of Movement. The shambler ignores difficult terrain, and enhanced effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from unenhanced restraints or being grappled.

Psychic Feedback. When the shambler suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its blister pods to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

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

Soul Hunger. When the shambler reduces a creature to 0 hit points, the shambler can gain temporary hit points equal to half the creature's hit point maximum. While the shambler has temporary hit points from this ability, its blister pods glow, it has advantage on attack rolls, and that creature cannot be revived. This ability does not work on droids or constructs.

Actions

Multiattack. The monster makes four melee attacks. If two of these hit a target, it must succeed on a DC 15 Constitution saving throw or be shocked until the end of its next turn.

Atrophic Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) kinetic damage plus 4 (1d8) necrotic damage. The shambler can choose to deal no necrotic damage, and instead regain 4 (1d8) hit points.

Mind Blast (Recharge 5–6). The shambler emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Silooth

Huge aberration (sithspawn), chaotic dark


  • Armor Class 19 (natural armor)
  • Hit Points 152 (16d12+45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 17 (+3) 2 (-4) 8 (-1) 13 (+1)

  • Condition Immunities charmed
  • Senses darkvision 60 ft. (blind beyond this radius), passive Perception 9
  • Challenge 8 (3,900 XP)                 Proficiency Bonus +3

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

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12+6) kinetic damage plus 13 (2d12) acid damage. If the target is a Huge or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the silooth can bite only the grappled creature and has advantage on attack rolls to do so.

Acid Spray (Recharge 6). The silooth spits acid in a 30-foot cone, provided that it has no creature grappled. Each creature in that area must make a DC 17 Dexterity saving throw, taking 32 (5d12) acid damage on a failed save, or half as much damage on a successful one.


Veersilooth

Gargantuan aberration (sithspawn), chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 189 (13d20+52)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 19 (+4) 2 (-4) 10 (+0) 15 (+2)

  • Saving Throws Con +9, Dex +6
  • Damage Resistances energy
  • Damage Immunities sonic
  • Condition Immunities charmed, frightened
  • Senses blindsight 60 ft., darkvision 120 ft. (blind beyond this radius), passive Perception 15
  • Challenge 11 (7,200 XP)              Proficiency Bonus +5

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

Drone. The veersilooth produces a horrid droning sound to which silooth and veersilooth are immune. Any other creature that starts its turn with in 30 feet of the veersilooth must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to treat it with bacta or kolto. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.

Siege Monster. The veersilooth deals double damage to objects and structures.

Actions

Multiattack. The veersilooth makes two attacks: one with its bite, and one with its acid spray.

Acid Spray. Ranged Weapon Attack: +12 to hit, range 60/240, one target. Hit: 16 (3d10) acid damage.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 23 (3d10+7) kinetic damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the grappled creature is restrained, and the veersilooth can bite only the grappled creature.

Cacophony (Recharge 5-6). The veersilooth thrums its wings at near-vibroweapon levels of frequency, generating a harmful soundwave in a 30-foot radius around it. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (7d12) sonic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw are also deafened until the end of the veersilooth's next turn.


Sith War Behemoth

Gargantuan aberration (sithspawn), neutral dark


  • Armor Class 18 (natural armor)
  • Hit Points 131 (9d20+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 2 (-4) 10 (+0) 7 (-2)

  • Saving Throws Con +7
  • Senses passive Perception 10
  • Languages cannot speak, but understands Sith and a standard command code meant for behemoths
  • Challenge 6 (2,300 XP)                 Proficiency Bonus +3

Battle Platform. The behemoth carries a mobile fort on its back. Up to four Medium creatures can ride in the fort without squeezing; a rider and three gunners. To make a melee attack against a target within 5 feet of the behemoth, they must use weapons with reach. Each gunner's seat has an attached weapon that can be fired once as if with a repeating blaster as an action. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the behemoth dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the behemoth.

Sith-born. Dark forcecasters, Sith (species) and those who know the behemoth's command signals have advantage on Animal Handling checks against the behemoth.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 20ft., one target. Hit: 33 (6d8+6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 20ft., one target. Hit: 28 (5d8+6) kinetic damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.


Sith War Bird

Huge aberration (sithspawn), neutral dark


  • Armor Class 17 (natural armor)
  • Hit Points 95 (10d12+30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 16 (+3) 2 (-4) 12 (+1) 8 (-1)

  • Saving Throws Con +6
  • Skills Athletics +7, Survival +3
  • Senses passive Perception 11
  • Challenge 4 (1,100 XP)                 Proficiency Bonus +3

Barbed Hide. At the start of each of its turns, the war bird deals 5 (1d10) kinetic damage to any creature grappling it.

Battle Harness. The war bird comes equipped with a large harness. Up to three Medium creatures can ride in the harness without squeezing; a rider and two gunners. To make a melee attack against a target within 5 feet of the war bird, they must use weapons with reach. Each gunner's seat has an attached weapon that can be fired once as if with a blaster cannon as an action. These weapons do not need to be reloaded. Creatures in the harness have half cover against attacks and effects from outside it. If the warbird dies, creatures in the harness are placed in unoccupied spaces within 5 feet of the war bird.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war birds.

Trampling Charge. If the war bird moves at least 20 feet straight toward a creature and then hits it with a talon attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the war bird can make one beak attack against it as a bonus action.

Actions

Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 12 (2d6+5) kinetic damage.

Talon. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d8+5) kinetic damage.



The Sleeper

Huge aberration, neutral balanced


  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d12+32)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 15 (+2) 7 (-2) 15 (+2) 18 (+4)

  • Saving Throws Con +6, Wis +6, Cha +8,
  • Skills Perception +10, Stealth +9
  • Senses truesight 120 ft., passive Perception 20
  • Languages --
  • Challenge 10 (5,900 XP)                 Proficiency Bonus +4

Amphibious. The Sleeper can breath air and water.

A Simple Creature. The Sleeper counts as a beast for the purposes of being targeted by the dominate beast power.

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

Miasma Cloud. While underwater, the Sleeper is surrounded by a hallucinatory substance. A creature that touches the Sleeper or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is frightened of the Sleeper until the end of its next turn.

Regeneration. The Sleeper regains 5 hitpoints at the start of its turn, as long as it has 1 hit point.

Innate Forcecasting. The Sleeper's forceasting ability is Wisdom (force save DC 14). It can innately cast the following force powers:

At-will: hallucination

1/day: insanity

Actions

Multiattack. The Sleeper makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 12 (2d6+5) kinetic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become grappled. While grappled in this way and frightened, the creature is also paralyzed. The Sleeper has six tentacles with which it can grapple separate targets.

Sickle. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 15 (3d6+5) kinetic damage.

Legendary Actions

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

Detect. The Sleeper makes a Wisdom (Perception) check.

Sickle Slash. The Sleeper makes one sickle attack.

Psychic Drain (Costs 2 Actions). One creature frightened of the Sleeper takes 10 (3d6) psychic damage, and the Sleeper regains hit points equal to the damage the creature takes.


Terentatek

Large aberration (sithspawn), chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 190 (20d10+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 3 (-4) 8 (-1) 11 (+0)

  • Skills Athletics +8, Perception +3
  • Damage Resistances kinetic, energy, ion; damage dealt by force powers
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages can't speak, but understands Sith
  • Challenge 12 (8,400 XP)              Proficiency Bonus +4

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

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

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.

Actions

Multiattack. The terentatek makes three attacks, once with its tusks and twice with its claws.

Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 26 (5d8+4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a Constitution saving throw (DC 16) or become poisoned for 1 minute.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (5d6+4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a Constitution saving throw (DC 16) or become poisoned for 1 minute.

Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 18 (4d6+4) kinetic damage.


Terentatek Mauler

Large aberration (sithspawn), chaotic dark


  • Armor Class 17 (natural armor)
  • Hit Points 200 (21d10+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 3 (-4) 8 (-1) 11 (+0)

  • Skills Athletics +9, Perception +4
  • Damage Resistances kinetic, energy, ion; damage dealt by force powers
  • Condition Immunities charmed, frightened, prone
  • Senses darkvision 60 ft., passive Perception 14
  • Languages can't speak, but understands Sith
  • Challenge 14 (11,500 XP)            Proficiency Bonus +5

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Improved Force Resistance. The terentatek has advantage on saving throws against force powers, and any creature that makes a force attack against the leviathan has disadvantage on the attack roll.

Regeneration. The terentatek regenerates 10 hit points at the start of it's turn. If the terentatek takes necrotic or lightning damage, this trait doesn't function at the start of the terentatek's next turn. The terentatek dies only if it starts its turn with 0 hit points and doesn't regenerate.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.

Actions

Multiattack. The terentatek makes three attacks, once with its tusks and twice with its claws.

Tusks. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 26 (5d8+4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned for 1 minute.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (5d6+4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned for 1 minute.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one creature. Hit: 18 (4d6+4) kinetic damage.



War Wyrm

Gargantuan aberration (sithspawn), chaotic dark


  • Armor Class 19 (natural armor)
  • Hit Points 261 (18d20+72)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 8 (-1)

  • Saving Throws Con +10, Wis +6
  • Skills Athletics +13
  • Damage Resistances energy, kinetic
  • Senses darkvision 60ft., blindsight 30 ft., tremorsense 60 ft., passive Perception 16
  • Languages Can't speak but understands commands in Sith
  • Challenge 18 (20,000)                     Proficiency Bonus +6

Tunneler. The wyrm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

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

Gargantuan Strength. The wyrm's melee weapon attacks are considered enhanced.

Siege Monster. The wyrm deals double damage to objects and structures.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war wyrms.

Actions

Multiattack. The wyrm makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 21 (6d6) acid damage at the start of each of the wyrm's turns.

If the wyrm takes 30 damage or more on a single turn from a creature inside it, the wyrm must succeed on a DC 20 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 wyrm. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) kinetic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary Actions

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

Cloud of Dust. The wyrm lashes out and scatters a dusty wake. Each creature within 10 feet of the wyrm, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the wyrm's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the wyrm's next turn.

Double Tail (Costs 2 Actions). The wyrm makes two tail attacks.

Move. The wyrm moves up to its speed.


Mr. Gunhead

Medium humanoid, chaotic balanced


  • Armor Class 18 (integrated heavy exoskeleton)
  • Hit Points 100 (13d8+39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

  • Saving Throws Con +6
  • Skills Perception +7
  • Damage Vulnerabilities ion
  • Damage Resistances psychic
  • Condition Immunities unconscious
  • Senses blindsight 60 ft., passive Perception 17
  • Languages Basic, Niordi (can only communicate via belted keypad with text screen and audio speaker)
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Bulky. Mr. Gunhead has disadvantage on Dexterity (Stealth) checks that rely on sound.

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

Com-Link Network. Mr. Gunhead is able to mentally communicate via com-link signal with any other Mr. Gunheads within 1,000 feet.

Light-Mass Core. Mr. Gunhead's ranged attacks are all dealt by the cannon that serves as his head, and he cannot be disarmed of it except by succeeding on a DC 30 Dexterity (Sleight of Hand) check to remove the light-mass core in his chest that powers the weapon. This check can only be made while Mr. Gunhead's movement speed is 0. Upon success, the creature stealing the core must make a DC 18 Intelligence saving throw, or the core self-destructs, dealing 21 (6d6) fire damage to both Mr. Gunhead and the creature stealing the core.

Motion Trackers. Mr. Gunhead is aware of motion and sounds within 150 feet of him while he is asleep, indicated by his head turning to face the nearest source of motion.

Stabilizing Tail. Mr. Gunhead has advantage on saving throws that would prevent him from being knocked prone or forced to move.

Actions

Headcannon. Ranged Weapon Attack: +8 to hit, range 150/600, one target. Hit: 26 (6d6+5) energy damage.

Tail Whip. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8+4) kinetic damage.

Living Weapon (Recharge 3-6). Mr. Gunhead chooses a target within 600 ft and lets loose a blast of energy at the target. The target must succeed a DC 16 Dexterity saving throw, or take 26 (6d6+5) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) energy damage if they fail the save by 10 or more.



Jedi Princess

Medium humanoid, neutral light


  • Armor Class 14 (17 with battle precognition)
  • Hit Points 180 (24d8+72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 15 (+2) 16 (+3) 17 (+3)

  • Saving Throws Dex +8, Wis +7, Cha +7
  • Skills Insight +11, Perception +7, Persuasion +7
  • Senses passive Perception 17
  • Languages Galactic Basic, Dathomiri, Hapan, Sith, telepathy 20 ft. (can only give short commands)
  • Challenge 12 (8,400 XP)                 Proficiency Bonus +4

Beastwarden. The princess is almost always accompanied by a single Sithslayer nexu, which she shares a supernatural bond with. The nexu will always act in the princess's defense, and obeys her commands as best it can. These commands can be given telepathically, through unique hand signals, verbally, or all at once. Additionally, any force power the princess casts that targets only herself can be shared with the nexu if it is within 20 feet of her.

Forcecasting. The princess is a 13th-level forcecaster. Her forcecasting ability is Wisdom (power save DC 15, +7 to hit with force attacks) and she has 42 force points. The princess knows the following force powers:

At-will: force disarm, force whisper, give life, saber ward, sound trick
1st-level: battle precognition, beast trick, burst of speed, force focus, force reflect, force mask, heal, phasestrike
2nd-level: force camouflage, force sight, phasewalk, restoration
3rd-level: convulsion, force repulse, plant surge, telekinetic storm
4th-level: freedom of movement, improved force camouflage
5th-level: force meld, improved heal, stasis

Rally the Troops. As a bonus action, the princess can end the charmed and frightened conditions on herself and each creature of her choice that she can see within 30 feet of her.

Unshakeable Loyalty. No enhanced effect or power can cause the princess or her nexu to act against each other, and no charm or domination effect can cause them to separate or to change their loyalty toward one another.

Actions

Multiattack. The princess makes three lightfoil attacks.

Here, Kitty-Kitty. The princess makes a telepathic call through the force to her nexu, beckoning it to aid her. The nexu can hear this call anywhere on the same planet, but it may not necessarily be physically able to rejoin her in a timely manner. If the nexu is within 300 feet of the princess, this action can prompt the nexu to use its reaction to move up to its speed toward the princess.

Injector Pen (3/Day). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 1 kinetic damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Lightfoil. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d8+4) energy damage plus 2 (1d4) psychic damage.

Legendary Actions

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

Attack. The princess makes one weapon attack.

Forcecasting. The princess casts one at-will force power.

Grand Exit (Costs 3 Actions). The princess casts phasewalk and either force camouflage or improved force camouflage on herself simultaneously.



Sith Jen'ari

Medium humanoid (human), neutral evil


  • Armor Class 20
  • Hit Points 266 (28d8+135)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 22 (+6) 20 (+5) 18 (+4) 16 (+3) 20 (+5)

  • Saving Throws Str +15, Dex +14, Con +13
  • Skills Acrobatics +14, Athletics +15, Deception +13, Intimidation +13
  • Damage Resistances force, necrotic
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, incapacitated, poisoned
  • Senses blindsight 30 ft., darkvision 60ft., passive Perception 13
  • Languages Galactic Basic, Sith; telepathy 120 ft.
  • Challenge 25 (75,000 XP)               Proficiency Bonus +8

Avoidance. If the Jen'ari is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Force Resistance. The Jen'ari has advantage on saving throws against force powers.

Innate Forcecasting. The Jen'ari's innate forcecasting ability is Charisma (save DC 21). He can innately cast the following powers:

At-will: burst of speed, coerce mind, dark aura, dun moch, force disarm (17th level), knight speed, sap vitality
3/day each: dominate mind, drain life, freedom of movement, greater feedback, improved phasestrike, siphon life
1/day each: armor of abeloth (6th level), mass coerce mind

Left Hand of Typhojem. On his turn, after making an attack with his war sword, the Jen'ari can use a bonus action to make one additional attack with it to the same target. Instead of force damage, this attack deals necrotic damage, and on a hit, the target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Legendary Resistance (3/Day). If the Jen'ari fails a saving throw, he can choose to succeed instead.

Probing Telepathy. If a creature communicates telepathically with the Jen'ari, the Jen'ari learns the creature's greatest desires or secrets if he can see the creature.

Sorcerous Blessing. The AC of the Jen'ari includes his Charisma modifier.

Sorcerous Weapons. The Jen'ari's weapon attacks are enhanced.

Actions

Multiattack. The Jen'ari makes three melee attacks. Alternatively, he makes two melee attacks and uses his Sutta Chwituskak or casts drain life, if either are available.

Alchemic War Sword. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 18 (2d10+7) kinetic damage and 18 (4d8) force damage that ignores temporary hit points.

Twisting Words. The Jen'ari targets one creature he can see within 60 feet of him. The target must make a DC 21 Charisma saving throw. On a failure the target is charmed for 1 minute. The charmed target can repeat the saving throw if the Jen'ari deals any damage to it. A creature that succeeds on the saving throw is immune to the Jen'ari's Twisting Words for 24 hours.

Sutta Chwituskak (Recharge 5-6). The Jen'ari points at one creature he can see within 300 feet of him. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6d12) necrotic damage and become frightened until the end of the Jen'ari's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the Jen'ari's Sutta Chwituskak for the next 24 hours.

Reactions

Parry. The Jen'ari adds 7 to his AC against one melee attack that would hit it. To do so, The Jen'ari must see the attacker and be wielding a melee weapon.

Legendary Actions

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

Corrupting Guidance. The Jen'ari uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, the Jen'ari decides how the target acts during its next turn.

Innate Power. The Jen'ari casts once of his at-will powers.

Psychic Drain. One creature charmed by the Jen'ari takes 14 (4d6) psychic damage, and the Jen'ari regains hit points equal to the damage the creature takes.

Rush. The Jen'ari moves up to his speed and attacks with his war sword, but doesn't deal force damage with it.



Sith Mother of Monsters

Medium humanoid, lawful dark


  • Armor Class 20
  • Hit Points 265 (35d8+105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 23 (+6) 21 (+5) 22 (+6)

  • Saving Throws Con +10, Int +13, Wis +12, Cha +13
  • Skills Animal Handling +19, Insight +12, Intimidation +13, Investigation +13, Lore +20, Perception +12, Persuasion +13, Piloting +13
  • Damage Resistances force, lightning
  • Damage Immunities necrotic, psychic
  • Condition Immunities blinded, charmed, deafened, poisoned, exhausted, frightened
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 22
  • Languages Any (translated via Sith abattar)
  • Challenge 24 (62,000 XP)               Proficiency Bonus +7

Peace is a Lie, There is Only Passion. As a bonus action, the mother can bestow her blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.

Through Strength, I Gain Power. The mother can spend 10 force points (no action required) to recharge her Dwomutsiqsa ability.

Through Victory, My Chains are Broken. The mother can spend 1 force point to cast an at-will power as a bonus action, and can concentrate on up to two powers at once.

The Force Shall Free Me. If the mother dies, so long as her talisman exists, she gains a new body in 1d10 days, regaining all her hit points and becoming active again. Her new body appears within 5 feet of the talisman.

Forcecasting. The mother is a 20th-level forcecaster. Her forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks) and she has 86 force points. The mother knows the following force powers:

At-will: force push/pull, saber ward, seethe, shock, sound trick
1st-level: disperse force, force mask, hex, phasestrike, sense force
2nd-level: force camouflage, force concealment, force sight
3rd-level: choke, convulsion, force lightning, force suppression, mass malacia, plague, psychometry, sever force
4th-level: dominate beast, drain life
5th-level: force meld, improved battle meditation, mass animation
6th-level: eruption, master malacia, wrack
7th-level: force lightning cone, force project
8th-level: dominate monster, maddening darkness
9th-level: master battle meditation, precognition

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

Legendary Resistance (3/Day). If the mother fails a saving throw, she can choose to succeed instead.

Odojinya. Creatures restrained by the mother's choke are wrapped in threads of dark energy, and cannot cast force powers.

Sorcerous Blessing. The AC of the mother includes her Charisma modifier.

Sorcerous Weapons. The mother's weapon attacks are enhanced.

Actions

Multiattack. The mother makes two lightfoil attacks or three alchemic whip attacks.

Alchemic Whip. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 3 (1d6) kinetic damage. If the target is hit three times by the whip on one turn, the target must succeed on a DC 16 Constitution saving throw or suffer the following effects for 1 minute: the target is shocked, gains 1 slowed level, and it has disadvantage on Dexterity saving throws. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) energy damage plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 20 Wisdom saving throw or become frightened of the mother for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dwomutsiqsa (1/Day). The mother magically summons a dwomutsiqsa dreambeast or smoke demon. The summoned creature appears in an unoccupied space within 60 feet of the summoner and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. The summoner can have only one creature summoned by this ability at a time.

Legendary Actions

The mother 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 mother regains spent legendary actions at the start of her turn.

Attack. The mother makes one weapon attack.

Cast a Power (Costs 1-3 Actions). The mother expends force points to cast a 1st-, 2nd-, or 3rd-level power that she knows. Doing so costs 1 legendary action per level of the power. At-wills cost 1.

Dark Compulsion (Costs 2 Actions). An allied dark creature within 30 feet of the mother uses its reaction to make an attack against a target of her choice that she can see.

Tsaiwinokka Hoyakut (Costs 2 Actions). Up to five Sith zombies appear in unoccupied spaces within 30 feet of the mother and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The mother can have up to five undead summoned by this ability at a time.



Sith War Goddess

Medium humanoid, lawful dark


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 220 (29d8+81)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 17 (+3) 20 (+5) 19 (+4) 23 (+6)

  • Saving Throws Str +10, Dex +13, Wis +11, Cha +13
  • Skills Acrobatics +13, Athletics +10, Deception +13, Medicine +19, Perception +11, Persuasion +13, Stealth +13
  • Damage Resistances necrotic, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, shocked
  • Senses darkvision 120 ft., passive Perception 21
  • Languages Galactic Basic, Sith; telepathy 120 ft.
  • Challenge 23 (50,000 XP)               Proficiency Bonus +7

Claws of Night. The goddess is constantly under the effect of the dark shear power cast at 5th level, which has an unlimited duration and does not require concentration or spending force points. The weapon it produces has the returning property.

Dark Renewal. The goddess takes no necrotic damage she would inflict on herself from her own necrotic charge power.

Dark Side Healing. Whenever the goddess would restore hit points to a creature, she can instead grant them temporary hit points equal to twice the total amount that she would have healed. These temporary hit points last until the end of the end of that creature's next turn.

Disciple of Life. Whenever the goddess uses a power of 1st level or higher to restore hit points to a creature, both the targeted creature and the goddess regain additional hit points equal to 2+the power's level.

Forcecasting. The goddess is a 20th-level forcecaster. Her forcecasting ability is Charisma (power save DC 21, +13 to hit with force attacks) and she has 66 force points. The goddess knows the following force powers:

At-will: force disarm, necrotic charge, saber throw, saber ward, sonic charge, spirit blade
1st-level: battle precognition, disperse force, force body, force reflect, phasestrike
2nd-level: animate weapon, dark shear, force barrier, improved saber throw, phasewalk, restoration
3rd-level: knight speed, sever force

4th-level: freedom of movement, shroud of darkness
5th-level: control pain, siphon life, greater saber throw, improved heal, improved phasestrike, improved restoration
6th-level: greater heal
7th-level: force mend, master saber throw

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

Legendary Resistance (3/Day). If the goddess fails a saving throw, she can choose to succeed instead.

Regeneration. The goddess regains 10 hit points at the start of her turn, as long as she has 1 hit point.

Sorcerous Weapons. The goddess's weapon attacks are enhanced.

Yoke of Seeming. As a bonus action, the goddess can assume the appearance of any creature or object of Medium size that she wishes. Any force ability that would discern the goddess's mind or alignment instead perceives what she wants them to perceive, even should the illusion be seen through.

Actions

Multiattack. The goddess makes three attacks: two with her lightfoil and one with her dark shear. Alternatively, she can attack four times with her lightfoil or twice with her dark shear.

Dark Shear. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 20 (4d6+6) psychic damage. Attacks made with this weapon have advantage if the goddess is in dim light or darkness.

Lightfoil. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) energy damage.

Preserve Life. As an action, the goddess can evoke healing energy that can restore 60 hit points to any number of creatures within 30 feet of her, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.

Legendary Actions

The goddess 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 goddess regains spent legendary actions at the start of his turn.

Attack. The goddess casts an at-will power or makes a weapon attack.

Heal (Costs 2 Actions). The goddess uses Preserve Life.

Phasewalk. The goddess either casts phasewalk or moves up to her speed.


Trooper, Captain

Medium humanoid, any alignment


  • Armor Class 16 (durasteel armor)
  • Hit Points 90 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Str +4, Dex +6, Con +5
  • Skills Athletics +4, Perception +3, Persuasion +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, two others
  • Challenge 4 (1,100 XP)                 Proficiency Bonus +3

Brave. The captain has advantage on saving throws against being frightened.

Actions

Multiattack. The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 7 (1d8+3) energy damage.

Stock Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4+1) kinetic damage.

Frag Grenade (3/day). The captain throws a grenade, choosing a point within 40 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Reactions

Leadership (Recharges after Short or Long Rest). The captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.



Weequay Pragmatist

Medium humanoid (weequay), chaotic balanced


  • Armor Class 17 (weave armor)
  • Hit Points 150 (20d8+60)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 19 (+4) 13 (+1) 22 (+6)

  • Saving Throws Dex +9, Cha +10
  • Skills Deception +10, Piloting +8, Perception +5, Persuasion, +14, Sleight of Hand +13, Stealth +9
  • Condition Immunities blinded, frightened
  • Senses darkvision 60, passive Perception 15
  • Languages Basic, Sriluurian
  • Challenge 11 (7,200 XP)                 Proficiency Bonus +4

Double-Weapon Fighting. While holding his electrostaff and nothing else, and after attacking with it, the pragmatist can use a bonus action to attack once more with it.

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

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

Looking For This? The pragmatist can make Dexterity (Sleight of Hand) checks as a bonus action.

Sharpshooting. The pragmatist gains a +2 bonus to ranged weapon attacks with blasters.

Technological Advantage. Once per turn, the pragmatist can deal an extra 7 (2d6) damage to a creature it hits with a damaging tech attack if that target is within 5 feet of an ally of the pragmatist and that ally isn't incapacitated.

Two-Weapon Fighting. While holding both his cutlass and heavy blaster pistol, and after attacking with either one, the pragmatist can use a bonus action to attack once with the other.

Techcasting. The pragmatist is a 13th-level techcaster. His techcasting ability is Intelligence (power save DC16, +8 to hit with tech attacks) and he has 30 tech points. The pragmatist knows the following tech powers:

At-will: assess the situation, ionic strike, on/off, warding shot
1st-level: countermeasures, element of surprise, energy shield, expeditious retreat, flash, target lock, tracer bolt
2nd-level: capacity boost, detect invisibility, energetic burst, lock, release, smuggle, translocate
3rd-level: destroy tech, diminish tech, tech override
4th-level: holding cell

Actions

Multiattack. The pragmatist makes two weapon attacks.

Cutlass. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 14 (2d8+5) kinetic damage.

Electrostaff. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6+5) kinetic damage and make a DC 13 constitution saving throw or take 1d4 lightning damage and gain the shocked condition.

Heavy Blaster Pistol. Ranged Weapon Attack: +11 to hit, range 40/160, one target. Hit: 14 (2d8+5) energy damage.

Reactions

Leadership (1/Day). For 1 minute, the pragmatist can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the pragmatist. A creature can benefit from only one Leadership die at a time. This effect ends if the pragmatist is incapacitated.


Clay Elemental

Large elemental, chaotic balanced


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10+60)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerabilities sonic
  • Damage Resistances unenhanced kinetic
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Earth Glide. The elemental can burrow through unenhanced, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Convulsion (Recharge 5-6). The elemental chooses a point that it can see on the ground within 120 feet. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a DC 16 Dexterity saving throw. A creature takes 3d12 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.


Flame Elemental

Large elemental, chaotic balanced


  • Armor Class 13
  • Hit Points 102 (12d10+36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

  • Damage Resistances unenhanced kinetic
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.

Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The elemental makes two touch attacks.

Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.


Frost Elemental

Large elemental, chaotic balanced


  • Armor Class 18 (natural armor)
  • Hit Points 126 (12d10+60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 5 (-3) 10 (+0) 8 (-1)

  • Damage Vulnerabilities fire, sonic
  • Damage Resistances unenhanced kinetic
  • Damage Immunities cold, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Frost Form. The elemental can freely pass through unenhanced, unworked ice or snow. While doing so, it doesn't disturb the material it moves through and it is unaffected by difficult terrain or movement-impairing effects that would be caused by arctic conditions. If the elemental makes contact with a body of water or liquid that is principally water (not counting water-based creatures), it freezes the liquid to a depth of 6 inches over a 10-foot area around it. This ice lasts for 1 minute. In addition, a creature that touches the elemental, hits it with a melee attack, or is swimming in water frozen by it takes 3 (1d6) cold damage. If caught swimming, that creature is also pushed to the nearest unoccupied space of swimmable water.

Freezing Aura. Any creature that starts its turn within 10 feet of the elemental takes 3 (1d6) cold damage.

Actions

Multiattack. The elemental makes two puncture attacks.

Puncture. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) kinetic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 4 (1d8) cold damage and gain 1 slowed level until it takes fire damage or until the end of its next turn.

Blizzard (Recharge 5-6). Icy wind swirls in a 20-foot-radius sphere centered on a point within 120 feet. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.


Night Elemental

Large elemental, chaotic balanced


  • Armor Class 13
  • Hit Points 90 (12d10+24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 7 (-2) 10 (+0) 6 (-2)

  • Skills Stealth +6
  • Damage Vulnerabilities fire, enhanced energy
  • Damage Resistances necrotic, psychic, sonic, unenhanced kinetic
  • Damage Immunities cold, lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Shadow Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there. The area within its space is considered heavily obscured.

Shadow Stealth. While in dim light or darkness, the elemental can take the Hide action as a bonus action.

Actions

Multiattack. The elemental makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) psychic damage or, if the elemental had advantage on the attack roll, 16 (3d8+3) psychic damage.

Gravity (Recharge 5-6). Each creature in the elemental's space must make a DC 14 Charisma saving throw. On a failure, a target takes 12 (2d8+3) psychic damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breath unless they don't need to in a vacuum. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 7 (1d8+3) psychic damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.


Sunlight Elemental

Large elemental, chaotic balanced


  • Armor Class 14
  • Hit Points 90 (12d10+24)
  • Speed 40 ft., flying 40 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

  • Damage Vulnerabilities necrotic
  • Damage Resistances acid, fire, unenhanced energy
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Light Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.

Illumination. The elemental sheds bright light in a 60-foot radius and dim light an additional 30 feet.

Actions

Multiattack. The elemental uses two sunbeam attacks.

Sunbeam. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 13 (2d8+4) energy damage.

Sunburst (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 18 (4d6+4) energy damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown. If the target hits another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the Strength saving throw is successful, the target takes half the kinetic damage and isn't flung away or knocked prone.


Smoke Elemental

Large elemental, chaotic balanced


  • Armor Class 15
  • Hit Points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances unenhanced kinetic
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Smoke Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. It can enter a hostile creature's space and stop there.

Smog Camouflage. While in dim light, darkness, or within 5 feet of a cloud of smoke, the smoke elemental can take the Hide action as a bonus action. The elemental's space is considered heavily obscured to all creatures other than smoke elementals.

Actions

Multiattack. The elemental makes two spray attacks.

Spray. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) poison damage.

Asphyxiate (Recharge 5-6). Each creature in the elemental's space must make a DC 16 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and becomes poisoned for 1 minute. While poisoned in this way, the target is also blinded, and takes 7 (2d6) poison damage at the start of each of the elemental's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that does not need to breath is not affected by this attack.


Woodrot Elemental

Large elemental, chaotic balanced


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.

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

  • Skills Stealth +3
  • Damage Immunities necrotic, poison
  • Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Dathomiri
  • Challenge 5 (1,800 XP)                 Proficiency Bonus +3

Necrotic Absorption. Whenever the elemental is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.

Actions

Multiattack. The elemental makes two surge attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the elemental uses its engulf on it.

Surge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) necrotic damage.

Engulf. The elemental engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the elemental's turns or take 13 (2d8+4) kinetic damage. If the elemental moves, the engulfed target moves with it. The elemental can have only one creature engulfed at a time.

 

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