Djembe Miscellanea

by Djembe

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Djembe Miscellanea


Contents

Humanoids

Aquatic Trooper CR 1/2, page 2

Riot Control Trooper CR 5, page 2

Blaze Trooper CR 7, page 2

Assassin Trooper CR 7, page 3

Jedi Battlemaster's Pupil (Serra Keto) CR 9, page 3

Jedi Battlemaster (Cin Drallig) CR 21, page 4 new

Jedi Sniper CR 5, page 5

Consortium Crime Lord (Tyber Zann) CR 19, page 6

Consortium Talortai Bodyguard (Urai Fen) CR 18, page 7

Neimoidian Warrior CR 1/2, page 8

Neimoidian Sniper CR 1/2, page 8

Neimoidian Brute CR 2, page 8

Militiagung CR 2, page 9

Plex Soldier CR 3, page 9

Kage Warrior CR 6, page 10 new

Shell Hutt Guard CR 6, page 10 new

Mandalorian Commando Squad CR 18, page 11 new

Droids

B1-A Air Battle Droid CR 4, page 12

B2 Grapple Droid CR 3, page 12

Droideka Mark II Destroyer Droid CR 11, page 13

Pistoeka Sabotage Droid Swarm CR 1/4, page 13

Aqua Droid CR 2 page 14

Iron Knight CR 5, page 14*

Constructs

TIE Mauler CR 11, page 15

Canderous Assault Tank CR 15, page 16

Beasts

Mudhorn CR 8, page 17

Falumpaset CR 1, page 17

Cu-pa CR 1/8, page 17

Bursa CR 1, page 18

Bursa Leader CR 5, page 18

Dactillion CR 2, page 18

Mastiff Phalone CR 2, page 18 new

Albino Wyyyschokk CR 9, page 19

Beggar's Canyon Womp Rat Swarm CR 1, page 19

Zillo Beast CR 35, page 20

Entries marked with * have already been pinned in the Star Wars 5e Discord.


Aquatic Trooper

Medium humanoid, any alignment


  • Armor Class 15 (light battle armor)
  • Hit Points 15 (2d10+4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 1/2 (100 XP)

Aquatic Rebreather. Can breathe air and water.

Actions

SCUBA-Modified Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft. or 80/320 ft. underwater, one target. Hit: 7 (1d8 + 3) energy damage, or 7 (1d8 +3) energy or kinetic damage underwater.

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


Riot Control Trooper

Medium humanoid, any alignment


  • Armor Class 20 (powered durasteel armor, heavy shield)
  • Hit Points 42 (5d10+15)
  • Speed 30 ft.

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

  • Skills Athletics +5, Intimidation +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 5 (1,800 XP)

Actions

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


Blaze Trooper

Medium humanoid, any alignment


  • Armor Class 18 (heavy armor)
  • Hit Points 75 (10d10+20)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Damage Immunities fire
  • Skills Acrobatics +6, Athletics +7
  • Senses passive Perception 11
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Knockdown Charge. If the blaze trooper moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack against it as a bonus action.

Actions

Multiattack. The blaze trooper makes one slam or throw attack and one attack with its wrist flamethrower.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Wrist Flamethrower. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. If centred on a prone target or a point within five feet of the blaze trooper, it may activate its jetpack without a bonus action at the same time.

Throw. The blaze trooper attempts to throw a grappled opponent of size Medium or smaller to the ground. The targeted grappled creature is now prone, and must make a DC 17 Dexterity saving throw, taking 13 (2d8+4) kinetic damage on a failed save or half as much on a successful one.



Assassin Trooper

Medium humanoid, any alignment


  • Armor Class 16 (durasteel armor)
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Trained Mind. Assassin troopers are specifically trained to resist force-based mind tricks. The assassin trooper has advantage on saving throws against force powers.

Assassinate. During its first turn, the assassin trooper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

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

Sneak Attack (1/Turn). The assassin trooper deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The assassin trooper makes two weapon attacks.

Arm-Mounted Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+3) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft. one target. Hit: 7 (1d6+3) energy damage.



Jedi Battlemaster's Pupil

Medium humanoid (human), neutral light


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 10 (+0) 17 (+3) 8 (-1)

  • Skills Acrobatics +12, Athletics +6, Perception +7
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 9 (5,000 XP)

Surprise Attack (1/rest). If the pupil surprises a creature and hits it with an attack on the pupil's first turn, the attack deals an extra 2d6 damage.

Cunning Action. The pupil can use a bonus action to take the Dash, Disengage, or Hide action.

Relentless. The pupil has advantage on initiative checks, and gains a 10 foot bonus to speed on the pupil’s first turn of combat.

Force Enhanced Attacks. The pupil's primary attacks are enhanced by precision and the Force, adding an extra 1d8 damage to melee strikes (included).

Two-Weapon Mastery. The pupil may make two weapon attacks as a single opportunity attack. The pupil may forsake proficiency bonus on all weapon attacks in order to make two multiattacks (i.e. all attacks with +5 to hit rather than +8).

Forcecasting. The pupil is a 6th level forcecaster with Wisdom as its forcecasting ability (force save DC 15, +7 to hit with force attacks, 20 force points). The pupil knows the following force powers:

At-will: saber reflect, force push/pull, force disarm, saber throw, burst

1st level: slow descent, battle precognition, force jump, force throw

2nd level: stun, stun droid

Actions

Multiattack. The pupil makes two lightfoil attacks.

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

Bonus Actions

The Way of the Acklay. The pupil enters a destructive stance for one minute. While in this stance, the pupil adds +1 to any lightfoil damage rolls. Additionally, when the pupil hits a creature with a melee weapon attack, the pupil can move up to 5 feet without provoking opportunity attacks.



Jedi Battlemaster

Medium humanoid (human), lawful light


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 165 (22d8+66)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 12 (+1) 18 (+4) 11 (+0)

  • Saving Throws Str +12, Dex +10, Con +10
  • Skills Acrobatics +10, Athletics +12, Perception +11
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses passive Perception 21
  • Languages Galactic Basic
  • Challenge 21 (33,000 XP)

Cunning Action. The battlemaster can use a bonus action to take the Dash, Disengage, or Hide action.

Alert. The battlemaster gains +5 to initiative and cannot be surprised while conscious. In addition, other creatures don't gain advantage on attack rolls while hidden from the battlemaster.

Equilibrium. The battlemaster gains a +1 bonus to AC. He also gains a +1 bonus to attack rolls he makes with unarmed strikes and weapon attacks.

Force Enhanced Attacks. The battlemaster's primary attacks are enhanced by precision and the Force, adding an extra 2d8 damage to melee strikes (included).

Legendary Resistance (3/Day). When the battlemaster fails a saving throw, he can choose to succeed instead.

Form Mastery (3/rest). The battlemaster is able to adopt any one of the seven lightsaber forms as a bonus action. Each form lasts for 1 minute or until the battlemaster adopts a different form as a bonus action (at which point, the effects of the previous form immediately end).

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

Forcecasting. The battlemaster is an Nth level forcecaster with Wisdom as its forcecasting ability (force save DC 19, +11 to hit with force attacks, 38 force points). The battlemaster knows the following force powers:

At-will: affect mind, force disarm, force push/pull, force technique, saber reflect, saber throw, saber ward
1st level: battle precognition, burst of speed, force jump, heal, slow descent, valor
2nd level: force sight, force throw, sever force, stun
3rd level: knight speed, telekinetic storm
4th level: aura of purity, force immunity, freedom of movement
5th level: improved heal, improved phasestrike, telekinesis
6th level: telekinetic burst, wall of light
7th level: master speed

Actions

Multiattack. The battlemaster makes three lightsaber attacks.

Lightsaber. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 19 (1d10+2d8+5) energy damage.

Reactions

Parry. The battlemaster may add 7 to its AC against one melee attack that would hit it if he can see the attacker and is wielding a melee weapon.

Legendary Actions

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

Move. The battlemaster can move up to his speed without provoking opportunity attacks.

Attack. The battlemaster makes one lightsaber attack.

Forcecasting. The battlemaster can cast an at-will force power.

Forms

Form I. The first time the battlemaster hits a creature with a melee weapon attack on the battlemaster's turn, the creature has disadvantage on the next melee attack roll it makes against the battlemaster before the start of the his next turn. Additionally, if that creature is within 5 ft. of the battlemaster , it must make a DC 20 Strength saving throw or be pushed back 5 ft., and the battlemaster can immediately move into the space it just vacated without provoking opportunity attacks.

Form II. The battlemaster adds +4 to the first melee weapon attack and damage rolls he makes each turn.

Form III. As part of the bonus action to enter this form, and as a bonus action on each of the battlemaster's turns, he can cast the saber ward power. When he does so, the battlemaster has 7 special reactions that he can only use to cast the saber reflect force power. The battlemaster can only take one reaction per turn.

Form IV. As part of the bonus action to enter this form, and as a bonus action on each of the battlemaster's

turns, he can cast the force jump power at 1st-level without expending force points. Additionally, when the battlemaster casts force jump, he has advantage on the first attack roll he makes against each creature within 5 feet of where he lands.

Form V. The first time the battlemaster hits with a melee weapon attack each turn, he can attempt to damage another creature of his choice within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes 5 damage of the same type as the original attack.

Form VI. As part of the bonus action to enter this form, and as a bonus action on each of the battlemaster's turns, when the battlemaster uses his action to cast a force power, he can make one melee weapon attack.

Form VII. The battlemaster designates one creature he can see within 10 feet of him as prey. The battlemaster has advantage on attack rolls against the creature. If the target drops to 0 hit points, the battlemaster can use a bonus action on a subsequent turn to mark a new creature for the remainder of the minute.



Jedi Sniper

Medium humanoid (any), lawful light


  • Armor Class 14 (17 with battle precognition)
  • Hit Points 55 (10d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 13 (+1) 10 (+0) 18 (+4) 8 (-1)

  • Skills Acrobatics +10, Perception +7, Stealth +7
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Assassinate. During its first turn, the Jedi sniper has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Jedi sniper scores against a surprised creature is a critical hit.

Keen Sight. The Jedi sniper has advantage on Wisdom (Perception) checks that rely on sight.

Surprise Attack (1/rest). If the Jedi sniper surprises a creature and hits it with an attack on the Jedi sniper's first turn, the attack deals an extra 1d6 damage.

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

Cunning Action. The Jedi sniper can use a bonus action to take the Dash, Disengage, or Hide action.

Force Enhanced Attacks. The Jedi sniper's primary attacks are enhanced by precision and the Force, adding an extra 1d8 damage to melee strikes (included).

Forcecasting. The Jedi sniper is a 5th level forcecaster with Wisdom as its forcecasting ability (force save DC 15, +7 to hit with force attacks, 19 force points). The Jedi sniper knows the following force powers:

At-will: enhanced saber throw (see below), saber reflect, force push/pull, force disarm

1st level: battle precognition, force jump, force throw, burst of speed, slow descent

2nd level: force sight, force camouflage, force confusion

Enhanced Saber Throw. The Jedi sniper is trained in a more advanced form of the classic saber throw. This power functions exactly as the normal saber throw force power, except that its range is 100 feet and the Jedi sniper may add 1d8 damage from its Force Enhanced Attacks die to every successful hit; multiple targets must still be within 30 feet of the previous target as per the regular saber throw, but the final target may be up to 100 feet away.

Actions

Multiattack. The Jedi sniper makes two shotosaber attacks.

Shotosaber. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (1d6+1d8+4) energy damage.




Consortium Crime Lord

Medium humanoid (human), chaotic dark


  • Armor Class 19 (fiber armor +2)
  • Hit Points 221 (26d8+104)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 18 (+4) 20 (+5) 17 (+3) 18 (+4)

  • Saving Throws Dex +11, Int +11, Cha +10
  • Skills Deception +14, Intimidation +14, Perception +9
  • Senses passive Perception 18
  • Damage Resistances cold, psychic, kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Languages Galactic Basic, Huttese
  • Challenge 19 (22,000 XP)

Alert. The crime lord can not be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the crime lord.

Hardened Mind. The crime lord has advantage on saving throws against illusions and on Intelligence checks to discern them from reality.

Cunning Action. On each of the crime lord's turns, he can use a bonus action to take the Dash, Disengage, or Hide action.

Legendary Resistance (3/Day). When the crime lord fails a saving throw, he can choose to succeed instead.

Techcasting. The crime lord is an 11th level techcaster. His techcasting ability is Intelligence (tech save DC 19, +11 to hit with power attacks, 21 tech points). The crime lord knows the following powers:

At Will: combustive shot, encrypted message, assess the situation, on/off

1st Level: target lock, flash, stack the deck

2nd Level: infiltrate, smuggle

3rd Level: tech override

4th Level: kolto reserve

5th Level: override interface, shutdown

Sneak Attack (1/Turn). The crime lord deals an extra 21 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the crime lord that isn't incapacitated and the crime lord doesn't have disadvantage on the roll.

Actions

Multiattack. The crime lord makes two modified carbine attacks, two hidden blade attacks or one modified carbine attack and one hidden blade attack.

Modified Carbine. Ranged Weapon Attack:+12 to hit, range 60/240. Hit: 15 (2d10+5) enhanced energy damage.

Modified Carbine Burst. Sprays a 10-foot-cube area within range with shots. Each creature in the area must make a DC 20 Dexterity saving throw or take 9 (1d8+5) enhanced energy damage. If the crime lord would have disadvantage on the attack, the affected targets instead have advantage.

Hidden Blade.. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (4d4+5) kinetic damage.

Reactions

Evasion. The crime lord halves the damage that he takes from an attack that hits him.

Riposte. When a creature misses the crime lord with a melee attack, he can make an attack of opportunity against it.

Legendary Actions

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

Move. The crime lord can move up to his speed without provoking opportunity attacks.

Attack. The crime lord makes one modified carbine attack, modified carbine burst attack or hidden blade attack.

Techcasting (2 legendary actions). The crime lord can cast an at-will tech power.



Consortium Talortai Bodyguard

Medium humanoid (talortai), lawful dark


  • Armor Class 18 (unarmored defense)
  • Hit Points 252 (24d10+120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 20 (+5) 16 (+3) 17 (+3) 13 (+1)

  • Saving Throws Str +11, Con +11
  • Skills Athletics +11, Intimidation +13, Perception +9, Stealth +9
  • Senses passive Perception 19
  • Damage Resistances cold, psychic, kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Languages Galactic Basic, Talortai, Huttese
  • Challenge 18 (20,000 XP)

Danger Sense. The bodyguard has advantage on Dexterity saving throws against effects that it can see, such as traps and powers, as long as it is not blinded, deafened, or incapacitated.

Alert. The bodyguard can not be surprised while conscious and has a +5 to its initiative rolls. Other creatures are not able to gain advantage on attack rolls against it as a result of being hidden from the bodyguard.

Innate Forcecasting. The bodyguard can innately cast the following force powers:

At will: affect mind, sense force at level 1

1/day: sense emotion

Legendary Resistance (2/Day). When the bodyguard fails a saving throw, he can choose to succeed instead.

Techcasting. The bodyguard is a 7th level techcaster. His techcasting ability is Intelligence (tech save DC 19, +11 to hit with power attacks, 9 tech points). The bodyguard knows the following powers:

At will: encrypted message, ionic strike

1st Level: flash, hologram

2nd Level: infiltrate, smuggle

Powerful Leap (1/short rest). If the bodyguard jumps at least 10 feet in a straight line before hitting with a melee weapon attack, it can attempt to shove the target prone as part of the same attack.

Reckless Attack. When the bodguard makes its first attack on its turn, it can attack recklessly, giving the bodyguard advantage on melee weapon attack rolls or tech powers during this turn, but attack rolls against it have advantage until its next turn.

Actions

Multiattack. The bodyguard makes three weapon attacks.

Heavy Wing Blades. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) enhanced kinetic damage.

Sonic Stunner (recharge 5-6). The bodyguard activates a sonic stunning device. Each creature within a 10-foot sphere of the bodyguard must make a DC 18 Constitution saving throw, taking 13 (3d6+3) sonic damage on a failed save or half as much on a success. In addition, targets who failed the save are now stunned.

Bonus Actions

Rage (4/long rest). The bodguard can enter into a rage, during which it has advantage on Strength checks and Strength saving throws, and adds +3 to damage it causes with weapon attacks or tech powers (if a power damages multiple targets, the rage damage applies to only one target). The rage lasts for 1 minute, until the bodyguard is knocked unconscious, or if the bodyguard's turn ends and it hasn't attacked a hostile creature (including inflicting damage with a power) or taken damage since its last turn; it can also be ended on the bodyguard's turn as a bonus action.

Rapid Regeneration (1/short rest). The bodyguard can roll 5d10 from its hit dice to regain as hit points.

Legendary Actions

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

Move. The bodyguard can move up to his speed without provoking opportunity attacks.

Attack. The bodyguard can make one heavy wing blades attack.

Techcasting (2 legendary actions). The bodyguard can cast an at-will tech power.


Neimoidian Warrior

Medium humanoid (neimoidian), neutral dark


  • Armor Class 15 (weave armor)
  • Hit Points 17 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +3, Intimidation +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Pak Pak, Galactic Basic
  • Challenge 1/2 (100 XP)

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

Actions

Blaster Rifle. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d8+1) energy damage.

Vibrostaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage, or 6 (2d4+1) kinetic damage if used with two hands.


Neimoidian Sniper

Medium humanoid (neimoidian), neutral dark


  • Armor Class 15 (weave armor)
  • Hit Points 17 (3d8+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 13 (+1)

  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Pak Pak, Galactic Basic
  • Challenge 1/2 (100 XP)

Keen Sight. The sniper has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Sniper Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d12 + 2) energy damage.

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



Neimoidian Brute

Medium humanoid (neimoidian), neutral dark


  • Armor Class 16 (battle armor)
  • Hit Points 85 (10d8+40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 9 (-1) 12 (+1) 11 (+0)

  • Skills Athletics +6, Intimidation +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Pak Pak, Galactic Basic
  • Challenge 2 (450 XP)

Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack ro lls during that turn, but attack rolls against it have advantage until the start of its next turn.

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

Actions

Vibromace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.



Militiagung

Medium humanoid (gungan), any light


  • Armor Class 15 (hide armor and personal shield)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 11 (+0) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Gungan, Galactic Basic
  • Challenge 2 (450 XP)

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

Amphibious. Can breathe air and water.

Strong-Legged. Can make a long jump covering 28 feet or a high jump covering 7 feet.

Actions

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

Booma Atlatl. Ranged Weapon Attack: +4 to hit, range 50/100 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the target and every creature within 10 ft. must make a DC 12 Dexterity saving throw, taking 7 (2d6) ion damage on a failed save or half as much on a successful one.


Plex Soldier

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor, light shield generator)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 8 (-1)

  • Skills Athletics +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 3 (700 XP)

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

Actions

Missile Launcher. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d8+1) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a Dexterity saving throw (DC 16), taking 7 (2d6) kinetic damage on a failed save. Missile launcher attacks deal double damage to structures and constructs.

Heavy Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 5 (1d8+1) energy damage.

Techblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.


Kage Warrior

Medium humanoid (kage), chaotic balanced


  • Armor Class 16 (fiber armor)
  • Hit Points 91 (14d8+28)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 10 (+0)

  • Saving Throws Str +4, Dex +7
  • Skills Acrobatics +7, Animal Handling +4, Athletics +4, Perception +4, Stealth +10
  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Galactic Basic, Kage
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, the kage warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Intuitive Sight. The kage warrior does not have disadvantage on attack rolls against targets within 10 feet due to not being able to see them. and has advantage on Dexterity (Stealth) checks that rely on sound.

Strong-Legged. The kage warrior's long jump is up to 24 feet and its high jump is up to 5 feet, with or without a running start.

Cunning Action. On each of its turns, the kage warrior can use a bonus action to take the Dash, Disengage, or Hide action.

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

Sneak Attack (1/Turn). The kage warrior deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kage warrior that isn't incapacitated and the kage warrior doesn't have disadvantage on the attack roll.

Actions

Multiattack. The kage warrior makes two weapon attacks.

Electro-sword. Ranged or Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) kinetic damage, and 5 (2d4) lightning damage.

Darkness Device (2/day). The kage warrior throws a darkness device at any point within 35 ft. that it can see. The device creates a pocket of darkness in a 10-foot radius sphere centred on that point. The darkness spreads around corners. It lasts for 1 minute or until an enhanced source of bright light dispels it.



Shell Hutt Guard

Large humanoid (hutt), unaligned


  • Armor Class 20 (armored shell)
  • Hit Points 105 (11d10+44)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 12 (+1) 11 (+0) 8 (-1)

  • Damage Resistances acid, poison
  • Condition Immunities charmed, prone
  • Senses passive Perception 10
  • Languages Huttese, Galactic Basic
  • Challenge 6 (2,300 XP)

Reckless. At the start of its turn, the shell hutt can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Martial Advantage. Once per turn, the shell hutt can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the shell hutt that isn't incapacitated.

Actions

Multiattack. The shell hutt makes one blaster carbine attacks and either two vibro-voulge attacks, two slam attacks or one vibrovoulge attack and one slam attack.

Armor-Mounted Modified Blaster Carbine. Ranged Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 2 (1d6-1) energy damage.

Vibro-voulge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) kinetic damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage, and the target must succeed on a DC 16 Dexterity saving throw or become grappled.

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



Mandalorian Commando Squad

Huge swarm of medium humanoids, lawful balanced


  • Armor Class 18 (weave armor, light shield generator)
  • Hit Points 281 (33d12+66)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws Dex +7, Wis +6
  • Skills Acrobatics +5, Perception +6, Piloting +4, Stealth +7, Survival +6
  • Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Mando'a
  • Challenge 18 (20,000 XP)

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

Brave. The commando squad has advantage on saving throws against being frightened.

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

Jetpacks. Activating or deactivating the jetpacks requires a bonus action and, while active, the commando squad has a flying speed of 30 feet. The jetpacks last for a maximum of 10 minutes.

Mandalorian Tech. The commando squad deals one extra die of damage with its weapon attacks (included).

Moderately Armored. While wearing medium armor, the commando squad adds 3, rather than 2, to its AC (included).

Reactive. The squad can take one reaction each turn.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a medium humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The commando squad makes four weapon attacks, or two weapon attacks if it has half its hit points or fewer, and fires a jetpack rocket or uses their wrist flamers if available.

Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 11 (2d6+4) energy damage.

Hidden Blade. Melee Weapon Attack: +6 to hit, reach 5 ft. or within the squad's space, one target. Hit: 9 (2d4+4) kinetic damage.

Massed Fire (costs 2 weapon attacks). The squad fires en masse at a point within 100 ft. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 17 (5d6) kinetic damage, or 10 (3d6) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.

Jetpack Rocket (4/day). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 11 (2d6+4) kinetic damage, and each creature within 10 feet must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half on a successful save.

Massed Wrist Flamers (3/day). Each creature in a 30-foot cone or 10-foot wide line must make a DC 14 Dexterity saving throw, On a failed save, a creature takes 22 (5d8) fire damage, or 13 (3d8) fire damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.

Legendary Actions

The commando squad can take 2 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 commando squad regains spent legendary actions at the start of its turn.

Move. The commando squad can move up to its speed.

Attack. The commando squad can make two weapon attacks.

Fragmentation Grenade (12/Day). The squad throws a grenade, choosing a point within 35 ft. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.

Special Attack (2 legendary actions). The commando squad fires a jetpack rocket or uses their wrist flamers.


B1-A Air Battle Droid

Medium droid, unaligned


  • Armor Class 17 (armor plating, medium shield)
  • Hit Points 16 (3d8+3)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The air battle droid makes two weapon attacks with its strike or wrist blaster.

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

Wrist Blaster. Ranged Weapon Attack: +4 to hit, reach range 60/240 ft., one target. Hit: 5 (1d6+2) energy damage.

Wrist Blaster Volley (Recharge 6). The air battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 12 Dexterity saving throw, taking normal weapon damage on a failed save.



B2 Grapple Droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 26 (4d8+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 14 (+2) 12 (+1) 11 (+0)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Skills Athletics +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 3 (700 XP)

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

Actions

Multiattack. The grapple droid makes two weapon attacks.

Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage and the target is grappled.

Electro-Crush. The grapple droid attempts to deliver a combined crush with electrical discharge at a grappled opponent. A grappled creature must make a DC 15 Strength saving throw. On a failure, the creature takes 6 (1d6+3) kinetic damage and 7 (2d6) lightning damage and is stunned until the end of the grapple droid's next turn. On a success, the creature takes normal weapon damage.



Droideka Mark II
Destroyer Droid

Large droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 152 (16d10+64)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Binary, Galactic Basic
  • Challenge 11 (7,200 XP)

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

Ball Form. As a bonus action, the destroyer droid can transform into or out of ball form. While in ball form, the destroyer droid has increased speed, but it can not attack.

Actions

Multiattack. The destroyer droid makes three weapon attacks: one with its blaster cannons and two with either its blaster cannons or ion cannons.

Ion Cannons. Ranged Weapon Attack: +8 to hit, range 240/360, one target. Hit: 13 (2d8+4) ion damage.

Blaster Cannons. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 11 (2d6+4) energy damage.

Blaster Volley. The destroyer droid sprays a 10-foot-cube area within normal range of its blaster cannons with shots. Each creature in the area must make a DC 16 Dexterity saving throw, taking normal blaster cannon weapon damage on a failed save.

Reactions

Deflector Shield. The destroyer droid adds 3 to its AC against one attack that would hit it. To do so, the destroyer droid must see the attacker.



Pistoeka Sabotage Droid Swarm

Medium swarm of tiny droids, unaligned


  • Armor Class 12
  • Hit Points 22 (6d8-5)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 8 (-1) 2 (-4) 10 (+0) 2 (-4)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic, energy, kinetic
  • Condition Immunities poison, disease, charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages Binary
  • Challenge 1/4 (7,200 XP)

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

Magnetic Lock. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Actions

Miniature Plasma Cutter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target in the swarm's space. Hit: 5 (2d4) ion damage or 2 (1d4) ion damage if the swarm has half of its hit points or fewer.



Aqua Droid

Medium droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 33 (5d8+10)
  • Speed 25 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 8 (-1)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The aqua droid makes two weapon attacks with its strike or laser cannon.

Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.

Laser Cannon. Ranged Weapon Attack: +5 to hit, reach range 100/400 ft., one target. Hit: 12 (2d8+3) energy damage. Can be fired underwater without modification.


Iron Knight

Medium droid (shard), lawful balanced


  • Armor Class 16 (armor plating)
  • Hit Points 71 (11d8+22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 15 (+2) 18 (+4) 9 (-1)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison
  • Condition Immunities poison, disease
  • Skills Insight +7, Nature +5
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 14
  • Languages Shard, Galactic Basic
  • Challenge 5 (1,800 XP)

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

Force Enhanced Attacks. The iron knight's attacks are enhanced by their mechanical housing and the force, adding an extra 2d8 to melee strikes (included).

Forcecasting. The iron knight is a 6th level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with power attacks, 22 force points). The iron knight knows the following powers:

At will: force push/pull, saber throw, saber reflect, guidance, give life, burst

1st Level: force jump, valor, sense force

2nd Level: force throw, force barrier, coerce mind, battle meditation

3rd Level: force repulse

Actions

Multiattack. The iron knight makes two weapon attacks.

Lightsaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8+2) energy damage.




TIE Mauler

Huge construct, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 119 (14d12 + 28)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 7 (-2)

  • Saving Throws Str +10, Con +6
  • Damage Vulnerabilities ion
  • Damage Resistances psychic
  • Damage Immunities poison, necrotic
  • Condition Immunities poisoned, disease, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed
  • Senses blindsight 60 ft.
  • Languages -
  • Challenge 11 (7,200 XP)

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

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

Vulnerable Interior. The TIE mauler's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It and any creature operating it also automatically fail all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack. The construct may use the Ram action and make three attacks with its blaster cannons.

Ram. Any creature within the TIE mauler's movement path must make a DC 17 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage.

Bonus Actions

Core Overload. As a bonus action on the TIE mauler's turn, the pilot may make a DC 18 Constitution saving throw; this saving throw is made with disadvantage if the Tie mauler has more than 40 hit points remaining. On a success, the pilot initiates the core overload with visible and audible effect. At the end of the TIE mauler's next turn, the core overloads and explodes. Each creature in a 20-foot-radius sphere centered on the TIE mauler must make a Dexterity saving throw. A target takes 39 (6d12) plasma damage and 52 (8d12) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.




Canderous Assault Tank

Huge construct, unaligned


  • Armor Class 20 (armor plating, light energy shield)
  • Hit Points 184 (16d12 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 20 (+5) 10 (+0) 12 (+1) 7 (-2)

  • Saving Throws Str +11, Con +10
  • Damage Vulnerabilities ion
  • Damage Resistances psychic
  • Damage Immunities poison, necrotic
  • Condition Immunities poisoned, disease, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed
  • Languages -
  • Challenge 15 (13,000 XP)

Operated. The assault tank is operated by a pilot and a gunner. Roll a separate initiative for each. The pilot and gunner may each take their own action or one of the actions granted by the construct.

Piloted. The construct requires an active pilot to take actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot controls movement, the Ram action and the concussion missile launcher.

Gunner. The construct requires an active gunner to operate the vehicle's weaponry. The gunner controls the mass-driver cannons.

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

Vulnerable Interior. The assault tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It and any creature operating it also automatically fail all Dexterity saving throws from such effects that occur in its interior.

Freedom of Movement. The assault tank ignores difficult terrain and can pass through occupied hostile spaces.

Actions

The Pilot of the assault tank can use the Ram action and make 1 attack utilizing the concussion missile launcher.

Ram. Any creature within the assault tank's movement path must make a DC 16 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.

Concussion Missile Launcher (6/day Reload 1 turn). Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 9 (1d12+3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 10 feet must make a DC 16 Dexterity saving throw, 27 (6d8) kinetic damage on a failed save or have as much on a successful one. Concussion missile launcher attacks deal double damage to structures and constructs.

The Gunner can make two attacks using the mass-driver cannons.

Mass-Driver Cannons. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (4d8+3) energy damage.



Mudhorn

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 115 (10d12+50)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 6 (-2)

  • Saving Throws Con +8
  • Senses passive Perception 11
  • Languages -
  • Challenge 8 (3,900 XP)

Trampling Charge. If the mudhorn moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) kinetic damage. If the target is a creature, it must succeed a DC 18 Strength saving throw or be knocked prone. If the target is knocked prone, the mudhorn can make one stomp attack against it as a bonus action.

Rampage. When the mudhorn reduces a creature to 0 hit points with a melee attack on its turn, the mudhorn can take a bonus action to move up to half its speed and make a gore attack.

Actions

Gore. Ranged Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d12 + 6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one prone target. Hit: 28 (4d10 + 6) kinetic damage.


Falumpaset

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

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

  • Senses passive Perception 9
  • Languages -
  • Challenge 1 (200 XP)

Charge. If the falumpaset 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 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

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


Cu-pa

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 15 (2d10+4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 1 (-5) 7 (-2) 5 (-3)

  • Senses passive Perception 8
  • Languages -
  • Challenge 1/8 (25 XP)

Actions

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


Bursa

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 34 (4d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

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

Actions

Multiattack. The bursa makes two attacks; one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

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


Bursa Leader

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 84 (8d10+40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 4 (-3) 14 (+2) 7 (-2)

  • Skills Athletics +9, Perception +5, Survival +5
  • Senses passive Perception 15
  • Languages -
  • Challenge 5 (1,800 XP)

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

Actions

Multiattack. The bursa leader makes two attacks; one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) kinetic damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) kinetic damage.



Dactillion

Large beast, unaligned


  • Armor Class 12
  • Hit Points 19 (3d10+3)
  • Speed 50 ft., fly 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 2 (450 XP)

Swooping Charge. If the dactillion moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the dactillion can make another attack with its claws against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) kinetic damage.

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


Mastiff Phalone

Large beast, unaligned


  • Armor Class 14
  • Hit Points 53 (7d10+14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

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

Pounce. If the mastiff phalone moves at least 20 feet straight toward a creature and then hits it with a melee 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 mastiff phalone can make one beak attack against it as a bonus action.

Actions

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.



Albino Wyyyschokk

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 144 (17d10+51)
  • Speed 45 ft., climb 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 17 (+3) 5 (-3) 14 (+2) 4 (-3)

  • Skills Stealth +12
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages -
  • Challenge 9 (5,000 XP)

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

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

Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) kinetic damage, and the target must make a DC 12 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Venom Spit (Recharge 3-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: 12 (2d8 + 4) poison damage, and the target must make a DC 12 Constitution saving throw or be paralyzed for 1 minute.



Beggar's Canyon Womp Rat Swarm

Huge swarm of medium beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 41 (7d8+10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances energy, kinetic
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

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

Pack Tactics. The swarm has advantage on an attack roll against a creature if it is grappled by at least one of the swarm's allies or by the swarm itself.

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target in the swarm's space. Hit: 20 (4d8+2) kinetic damage or 11 (2d8+2) kinetic damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled.




Zillo Beast

Titanic beast (titan), unaligned


  • Armor Class 25 (natural armor)
  • Hit Points 544 (9d100 + 90)
  • Speed 60 ft., climb 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 3 (-4) 10 (+0) 7 (-2)

  • Skills Athletics +18, Insight +8
  • Senses tremorsense 90 ft., passive Perception 10
  • Damage Immunities energy, kinetic
  • Damage Vulnerabilities acid, poison
  • Languages -
  • Challenge 35 (260,000 XP)

Siege Monster. The zillo beast deals double damage to objects and structures.

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

Actions

Multiattack. The zillo beast can use its Frightful Presence. It then makes five attacks: one with its bite, three with its claws, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 62 (8d12 + 10) kinetic damage. If the target is a creature, it is grappled (escape DC 20) . Until this grapple ends, the target is restrained, and the zillo beast can't bite another target.

Claw. Melee Weapon Attack: +18 to hit, reach 40 ft., one target. Hit: 46 (8d8 + 10) kinetic damage.

Tail. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 38 (8d6 + 10) kinetic damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the zillo beast's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the zillo beast is within line of sight, 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 zillo beast's Frightful Presence for the next 24 hours.

Swallow. The zillo beast makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zillo beast and it takes 56 (16d6) acid damage at the start of each of the zillo beast's turns. The zillo beast is not immune to energy and kinetic damage inflicted by a swallowed creature.

If the zillo beast takes 60 damage or more on a single turn from a creature inside it, the zillo beast 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 zillo beast. If the zillo beast dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

Attack. The zillo beast makes one claw attack or tail attack.

Move. The zillo beast moves up to half its speed.

Chomp (Costs 2 Actions). The zillo beast makes one bite attack or uses its Swallow.

NB. The zillo beast adapts the Mythic Monsters variant rule from the D&D Wiki. For more information, see the relevant wiki page at https://www.dandwiki.com/wiki/Mythic_Monsters_(5e_Variant_Rule).

 

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