Updated Aeryn Blocks

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Aeryn Monsters

Aeryn

Table of Contents
Block Type Block Name Page Number In Lego Codex
Droid YVH 1 No
Underworld Psychotic Gen'Dai No
Underworld Enhanced Gen'Dai Bounty Hunter No
Underworld Anzati Hunter No
Underworld Ancient Anzat Sith No
Sith Immortal King of Prakith No
Sith Sith Plague Master No
Force User Lor Pelek No
Killiks Killik Joiner No
Killiks Hive Joiner King No
Beast Loth Wolf No
Beast Loth Bat No
Rakghoul Nekghoul No
Rakghoul Berserker Rakghoul No
Rakghoul Murr Rakghoul No


Yuuzhan Vong Hunter One (YVH 1)

Medium droid, unaligned


  • Armor Class 19 (armor plating)
  • Hit Points 120 (16d8+48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 8 (-1)

  • Skills Athletics +8, Perception +12, Technology +8, Investigation +12
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception +22
  • Languages Galactic Basic, Yuuzhan Vong
  • Challenge 11 (7,200 XP)

Circuitry. The YVH 1 has disadvantage on saving throws against effects that would deal ion or lightning damage.

Search & Identify. The YVH 1's scanners are able to penetrate disguises. Including those created through the force or technological means.

Infrared Vision. The YVH 1 has advantage on Wisdom (Perception) checks that rely on sight.

Close Quarters Shooting. If there is a hostile creature within 5ft of the YVH 1 its ranged attacks will not have disadvantage.

Sharpshooting Mastery. The YVH 1's ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn't impose disadvantage on his ranged weapon attack rolls.

Laminanium Armor. The YVH 1 regains 20 hit points at the start of its turn. If the YVH 1 takes ion or lightning damage, this trait doesn't function at the start of the YVH 1's next turn. The YVH 1 dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The YVH 1 makes two attacks with its Laser Cannon and one Sonic Blast attack

Laser Cannon. Ranged Weapon Attack: +9 to hit, 100/400, one target. Hit 15 (2d10 + 5) energy damage

Sonic Blast. The YVH uses its sonic blaster attachment to emit a sonic blast within a 15ft cone. Each creature within the 15 foot cone must make a DC 16 Dexterity saving throw. A creature takes 16 (4d8) sonic damage on a failed save, or half as much as on a successful one.

Baradium Pellet Launcher (Recharge 5-6) The YVH 1 launches a Baradium Pellet Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit 15 (2d10 + 5) kinetic damage. Hit or miss, the target and every creature within a 20 ft radius of the target must succeed on a DC 16 Dexterity saving throw or take 25 (5d10) fire damage & 25 (5d10) kinetic damage.

Reactions

Close Quarters Mastery The YVH 1 can utilize its reaction to make an opportunity attack utilizing it's Laser Cannon attack against a creature that enters or leaves a 15ft radius of the YVH 1

Gen'Dai

The Gen'Dai were a seemingly immortal, formless species which originated on an unidentified planet in the galaxy. Generally appearing as the leaders of crime syndicates or bounty hunters. These individuals typically suffered from psychosis stemming from the degeneration of brain tissue due to advanced age.

Biology. A boneless species (with large fangs), the Gen'Dai were virtually a formless jumble of corded muscle and nerve bundles. Because of this, Gen'Dai typically inhabited heavy armor made for humanoids to give themselves a form which passed for any number of species in the galaxy. Lacking the vulnerable vital organs of most species, including hearts, and lungs, Gen'Dai could take extreme injuries and even complete dismemberment, and survive which gave them the reputation of being immortal. In fact, they could regrow lost limbs or other body parts in only a few minutes.

Senses. this fact gave the species near instantaneous reflexes as well as the ability to sustain a high volume of injuries without any overall damage. So high was their sensory acuity, that the Gen'Dai were able to feel a Human's heartbeat from ranges of up to 200 meters.

Hibernation. one of the Gen'Dai's few weaknesses was that they could be forced into an extended period of hibernation if they took too many severe injuries across their entire form. During this time the Gen'Dai's regenerative abilities replaced the body mass which was lost. Ultimately the only way a Gen'Dai could be permanently killed was if their bodies were fully and completely vaporized or incinerated.

Psychosis. The Gen'Dai's advanced control over their bodies did not extend to healing their brains. Overtime, the brain degenerated like most species which caused a form of psychosis to develop in Gen'Dai of advanced age.

History. The peaceful Gen'Dai homeworld was discovered sometime after the Great Hyperspace War by the Sith Empire. The Gen'Dai were decimated in the ensuing battle, with an unknown number escaping the planet. The Gen'Dai were largely absent from many of the great wars of the galaxy, generally appearing as the leaders of crime syndicates or bounty hunters.


Psychotic Gen'Dai

Medium humanoid (Gen'Dai), chaotic dark


  • Armor Class 18 (heavy durasteel armor)
  • Hit Points 160 (16d8+80)
  • Speed 30ft.

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

  • Saving Throws Dex +9, Con +11, Wis +9
  • Senses tremorsense 100ft, passive Perception 25
  • Damage Resistances cold, lightning, kinetic, ion and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Skills Athletics +9, Perception +15, Survival +15
  • Languages Galactic Basic, Gen'Dai
  • Challenge 14 (11,500)

Gen'Dai Regeneration. The Gen'Dai regains 20 hit points at the start of its turn. If the Gen'Dai takes fire or acid damage, this trait doesn't function at the start of the Gen'Dai's next turn. The Gen'Dai falls into a hibernation state only if it starts its turn with 0 hit points and doesn't regenerate.

Hibernation. If the Gen'Dai starts it turns with 0 hit points and is not able to regenerate it will fall into a hibernation state. This state appears to be very similar to death to those unfamiliar with the Gen'Dai.

Gen'Dai Physiology. The Gen'Dai lack vital organs such as hearts & lungs and can continue fighting even without their head. To kill a Gen'Dai their body will need to completely vaporized or incenerated.

Heightened Senses. The Gen'Dai is aware of the presence and location of creatures within 600 ft. of it that generate sound. This includes a creatures heartbeat, moving gears, basically anything that would create sound.

Formless. If the Gen'Dai's armor is destroyed or it spends its action breaking free of it. The Gen'Dai will enter its formless state. In this state the creature's AC is 15, and it can only make unarmed attacks.

Actions

Multiattack. The Gen'Dai makes three weapon attacks.

Blaster Cannon. Ranged Weapon Attack. +9 to hit, range 100/400, one target. Hit 11 (1d12+5) energy damage.

Vibroaxe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (1d12+4) and the target is grappled.

Unarmed Strike (Formless). Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 10 (1d12+4) and the target is grappled.



Enhanced Gen'Dai Bounty Hunter

Medium humanoid (Gen'Dai), chaotic dark


  • Armor Class 20 (enhanced heavy durasteel armor +2)
  • Hit Points 200 (17d8+119)
  • Speed 40ft., fly 30ft. (jetpack)

STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 24 (+7) 12 (+1) 20 (+5) 10 (+0)

  • Saving Throws Str +12, Dex +13, Con +13, Wis +11
  • Senses tremorsense 100ft, passive Perception 27
  • Damage Resistances lightning, ion and energy damage from unenhanced weapons
  • Damage Immunities cold, kinetic
  • Condition Immunities charmed, frightened
  • Skills Athletics +18, Perception +17, Survival +17
  • Languages Galatic Basic, Gen'Dai
  • Challenge 19 (22,000)

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

Gen'Dai Regeneration. The Gen'Dai regains 30 hit points at the start of its turn. If the Gen'Dai takes fire or acid damage, this trait doesn't function at the start of the Gen'Dai's next turn. The Gen'Dai falls into a hibernation state only if it starts its turn with 0 hit points and doesn't regenerate.

Hibernation. If the Gen'Dai starts it turns with 0 hit points and is not able to regenerate it will fall into a hibernation state. This state appears to be very similar to death to those unfamiliar with the Gen'Dai.

Gen'Dai Physiology. The Gen'Dai lack vital organs such as hearts & lungs and can continue fighting even without their head. To kill a Gen'Dai their body will need to completely vaporized or incenerated.

Heightened Senses. The Gen'Dai is aware of the presence and location of creatures within 600 ft. of it that generate sound. This includes a creatures heartbeat, moving gears, basically anything that would create sound.

Formless. If the Gen'Dai's armor is destroyed or it spends its action breaking free of it. The Gen'Dai will enter its formless state. In this state the creature's AC is 17, and it can only make unarmed attacks.

Actions

Multiattack. The Gen'Dai makes three weapon attacks.

Enhanced Heavy Blaster. Ranged Weapon Attack. +13 to hit, range 40/160, one target. Hit 15 (2d8+7) kinetic damage.

Vibroflail. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 14 (2d8+6) and the target is grappled.

Unarmed Strike (Formless). Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d12+6) and the target is grappled.

Machine Gun Gauntlets (Recharge 5-6). The Gen’Dai fires flechettes from his wrist gauntlets in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 56 (16d6) kinetic damage on a failed save, or half as much on a successful one.

Legendary Actions

The Gen'Dai 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. Gen'Dai regains spent legendary actions at the start of his turn.

Move. Gen'Dai can move up to his speed without provoking opportunity attacks.

Attack Gen'Dai makes one Heavy Blaster or Vibroflail attack

Energy Bola. Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit The target is restrained. On the targets turn, it can use it's action to make a DC 15 Strength check to break the wire.

Flame Thrower (Costs 2). Ranged Weapon Attack: Flamethrower. Each creature in a 15-foot line or cone must make a DC 20 Dexterity saving throw. A creature takes 18 (6d6) 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.

Anzati

The Anzati are a dangerous and mysterious Force-sensitive near-Human species with two tentacle-like proboscises that curled out and extended from their cheeks, with which the Anzati were able to feed upon the brains of their prey.

Biology. The Anzati were Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Their height ranged from 1.5 to 1.7 meters. Scientists and xenobiologists have had little opportunity to study the Anzati, but medical reports found on the species indicated that they had no natural biorhythm; that is to say, no pulse, and as a result, no body heat. The Anzati could live for centuries, sustained by the life essence they drew from others.

Hunting. The Anzati were natural predators, preferring to hunt sentient races of every shape, size and species. To this end, they possessed two long, prehensile proboscises similar in appearance to tentacles. They kept these proboscises coiled in their twin cheek pockets for feeding on unsuspecting victims. Using a natural ability akin to hypnosis, which Jedi who had encountered them claimed was akin to Force manipulation.

Drinking Soup. The Anzati fed by drawing soup out of wherever it resided in a victim. They called this meal "soup," "luck," or the "Sea of Memory." The actual substance they drained out of living beings—the gelid, mucoid medium for the luck or life essence.



Anzat Hunter

Medium humanoid (Anzati), chaotic dark


  • Armor Class 17 (heavy combat suit, light shield)
  • Hit Points 80 (12d8+24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10(+1) 16 (+3) 20 (+5)

  • Skills Athletics +7, Stealth +10, Perception +6, Survival +9, Persuasion +11, Deception +8,
  • Senses darkvision 60ft, passive Perception 16
  • Languages Galactic Basic, Anzat
  • Challenge 7 (2,900 XP)

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

Human Appearance. The Anzat are almost indistinguishable from a typical human. The defining difference is the species proboscieses which the Anzat keep hidden unless they are feeding.

Soup Essence. The Anzat can mark a creature it can see within 90ft., by its essence. Once marked the Anzat knows the location of its prey as long as they are on the same planet.

Sneak Attack (1/Turn). The Anzat deals an extra 13 (4d6) 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 Anzat doesn't have disadvantage on the roll.

Telepathy. The Anzat can communicate telepathically with creatures within 30ft.. The Anzat must share a language with the target in order to communicate in this way.

Unnatural Biorhythm. The Anzat do not have a pulse and do not generate body heat.

Actions

Multiattack. The Anzati makes three attacks, only one of which can be a proboscieses attack.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (2d8+4) and the target is grappled.

Net. Ranged Weapon Attack: +7 to hit, range 15ft.. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. While a creature is restrained by a net, you can make no further attacks with it.

Proboscises. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Anzat, incapacitated, or restrained. Hit: 8 (1d8 + 4) kinetic damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Anzat regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Anzati Hypnosis. The Anzat targets one humanoid it can see within 30 feet of it. If the target can see the Anzat, the target must succeed on a DC 16 Wisdom saving throw or be charmed by the Anzat. The charmed target regards the Anzat as a trusted friend to be heeded and protected. The target is also a willing target for the Anzat's proboscises attack. The Anzat can also suggest a course of activity (limited to a sentence or two).

Each time the Anzat or the Anzat's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Anzat is destroyed , or takes a bonus action to end the effect.



Ancient Anzat Sith

Medium humanoid (Anzati), chaotic dark


  • Armor Class 18 (heavy combat suit, light shield)
  • Hit Points 128 (17d8+51)
  • Speed 40ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 16 (+3) 10(+1) 18 (+4) 22 (+6)

  • Saving Throws Str 12, Dex +9, Wis +10
  • Skills Athletics +12, Stealth +15, Perception +9, Survival +14, Persuasion +16, Deception +11
  • Damage Resistances necrotic, kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60ft, passive Perception 19
  • Languages Galactic Basic, Anzat
  • Challenge 15 (15,000 XP)

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

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

Forcecasting. The Anzat Sith is a 14th level forcecaster it's forcecasting ability is Charisma (force save DC 19, +10 to hit with force attacks, 42 force points). The Jedi Master knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trik, saber reflect, slow
1st level: force mask, force propel, phase strike
2nd level: affliction, coerce mind, dark shear, darkness, force camoflauge, hallucination, mind spike
3rd level: choke, dark aura, horror, plague
4th level: hysteria, mind trap, shroud of darkness
5th level: dominate mind, improved phasewalk, insanity
6th level: mass coerce mind

Human Appearance. The Anzat are almost indistinguishable from a typical human. The defining difference is the species proboscieses which the Anzat keep hidden unless they are feeding.

Soup Essence. The Anzat can mark a creature it can see within 90ft., by its essence. Once marked the Anzat knows the location of its prey as long as they are on the same planet.

Telepathy. The Anzat can communicate telepathically with creatures within 100ft.. The Anzat must share a language with the target in order to communicate in this way.

Sneak Attack (1/Turn). The Anzat deals an extra 13 (4d6) 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 Anzat doesn't have disadvantage on the roll.

Unnatural Biorhythm. The Anzat do not have a pulse and do not generate body heat.

Actions

Multiattack. The Anzati makes three attacks, only one of which can be a proboscieses attack. Martial Lightsaber. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 11 (2d6+7).

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 15 (2d8+7) and the target is grappled.

Proboscises. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Anzat, incapacitated, or restrained. Hit: 11 (1d8+7) kinetic damage plus 13 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Anzat regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Anzati Hypnosis. The Anzat targets one humanoid it can see within 60 ft. of it. If the target can see the Anzat, the target must succeed on a DC 19 Wisdom saving throw or be charmed by the Anzat. The charmed target regards the Anzat as a trusted friend to be heeded and protected. The target is also a willing target for the Anzat's proboscises attack. The Anzat can also suggest a course of activity (limited to a sentence or two).

Each time the Anzat or the Anzat's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Anzat is destroyed , or takes a bonus action to end the effect.

Legendary Actions

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

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

Unarmed Strike. The Anzat makes one unarmed strike.

Proboscises (Costs 2 Actions). The Anzat makes one proboscises attack.

Anzati Hypnosis (Costs 3 Actions). The Anzat can use its Anzati Hypnosis ability.



Immortal King of Prakith

Medium humanoid, lawful dark


  • Armor Class 17 (battle precognition)
  • Hit Points 200 (44d8+0)
  • Speed 30ft.

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

  • Saving Throws Dex +10, Int +10, Wis +11, Cha +12
  • Skills Deception +18, Insight +17, Intimidation + 12, Investigation + 10, Lore +16, Perception +11
  • Damage Resistances cold, fire
  • Damage Immunities necrotic
  • Condition Immunities charmed, frightened
  • Senses True sight 120ft., passive perception +21
  • Languages Basic, Sith
  • Challenge 18 (20,000 XP)

Battle Precognition. The Immortal King casts battle precognition on himself every morning.

Forcecasting. The Immortal King is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 68 force points). The Immortal King knows the following force powers:

At-will: affect mind, denounce, enfeeble, force push/pull, saber reflect, shock, slow, mind trick
1st level: battle precognition, darkside tendrils, fear, force mask, propel, sap vitality
2nd level: affliction, battle meditation, coerce mind, drain vitality, force camoflauge, hallucination, phase walk
3rd level: dark aura, force lightning, plague, sever force
4th level: dominate beast, drain life, hysteria, improved force camoflauge, mind trap, shroud of darkness
5th level: dominate mind, greater feedback, improved phase walk, insanity, mass animation, siphon life
6th level: crush, force chain lightning, mass coerce minds, true sight, wrack
7th level: force lightning cone, force project, ruin
8th level: maddening darkness
9th level: mass hysteria, master feedback

Force Resistance Whenever the Immortal King makes a saving throw against a force power he has advantage.

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

True Sight. The Immortal King casts true sight on himself every morning.

Twinned Power (3/day) When the Immortal King casts a power that targets only one creature and doesn’t have a range of self, he can target a second creature in range with the same power.

Illusionist. The Immortal King can cast the following tech powers as if they are force powers.

At-will: illusory strike, minor hologram
1st level: hologram
2nd level: mirror image
3rd level: greater hologram
4th level: illusory terrain

Quickened Power (3/day) When the Immortal King casts a power that has a casting time of 1 action, he can change the casting time to 1 bonus action for this casting.

War Caster. The Immortal King has advantage on Constitution saving throws that it makes to maintain concentration on a power when it takes damage.

Actions

Lightfoil Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit 17 (3d8+4) energy damage.

Sith Sorcery (Recharge 5-6). A psychic blasts emerges in a 60ft. radius from the the Immortal King. Each creature in that area must succeed on a DC 20 Wisdom saving throw on a failed save the creature is stunned for a minute and takes 55 (10d10) psychic damage, the creature takes half damage on success and is not stunned. A target can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save.

Reactions

Force Essence Transfer (1/day). When the Immortal King's hit points are reduced to 0, he can use his reaction to attempt to transfer his essence to a creature within 60ft. The target must make a DC 20 Wisdom saving throw. On a failure the creature is paralyzed and restrained, the creature on its following turn must make a DC 12 Wisdom saving throw. On a failure the creature dies and the Immortal King will take control of the creature's body.

Force Shield The Immortal King adds 5 to his AC against an attack that would otherwise hit him.

Legendary Actions

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

Forcecasting. The Immortal King can cast an at-will force power.

Teleport. The Immortal King teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Forcecasting (1 legendary action per power level). The Immortal King can cast a force power by spending a number of legendary actions equal to the power level.



Sith Plague Master

Medium Humanoid (human), lawful dark


  • Armor Class 16 (19 with battle precognition)
  • Hit Points 190 (29d8+58)
  • Speed 30ft.

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

  • Saving Throws Dex +12, Con +8, Cha +12
  • Skills Acrobatics +12, Intimidation +12, Perception +8, Persuasion +18
  • Damage Immunities necrotic
  • Condition Immunities charmed, frightened
  • Senses passive Perception +18
  • Languages Galactic Basic, Sith
  • Challenge 18 (20,000 XP)

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

Force Resistance Whenever the Plague Master makes a saving throw against a force power he has advantage.

Forcecasting. The Plague Master is a 17th level forcecaster it's forcecasting ability is Charisma (force save DC 20, +12 to hit with force attacks, 68 force points). The Plague Master knows the following force powers:

At-will: affect mind, denounce, enfeeble, saber reflect, shock, spare the dying
1st level: battle precognition, curse, dark side tendrils, force propel, heal
2nd level: affliction, drain vitality, mind spike, phase walk
3rd level: choke, dark aura, force lightning, plague, sever force
4th level: dominate beast, drain life
5th level: dominate mind, improved heal, improved phasewalk, telekinesis
6th level: crush, force chain lightning, greater heal, mass coerce mind
7th level: force lightning cone, ruin
8th level: death field, dominate monster
9th level: force storm, master heal

Master of the Rakghouls. The Plague Master is able to fully control any creature who is infected with the Rakghoul plague. Creatures infected by the plague will intuitively know the Plague Master’s commands. Also creatures who were infected by the Plague Master will retain the skills and abilities they had prior to being infected.

Muur Talisman. At the start of every turn the Plague Master can spend a bonus action to utilize the Talisman. Creatures of the Plague Master’s choice within 30ft. of it must succeed on a DC 14 Constitution saving throw or become infected. Creatures who are infected are under the control of the Plague Master and intuitively know his commands. Infected creatures will start to transform into a Rakghoul. At the end of it’s turn the target can repeat the Constitution saving throw. If the creature fails the save twice it will permanently become a Rakhghoul.

War Caster. The Plague Master has advantage on Constitution saving throws that it makes to maintain concentration on a power when it takes damage.

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

Actions

Multiattack. The Plalgue Master makes two attacks with his lightfoil and one attack with the Muur Talisman.

Lightfoil Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 23 (3d8+6) energy damage.

Muur Talisman Strike. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit 13 (2d6+6) necrotic damage and the creature must succeed on a DC 20 Constitution saving throw or become infected with the Rakghoul plague.

Reactions

Rakhghoul Defenders. When a creature makes an attack roll against the Plague Master, he can use his reaction to command a creature infected with the Rakghoul Plague within 5 feet of the attacker to use their reaction to intercede. The creature is then forced to make an attack on the Rakghoul instead. If the attack misses, the Rakghoul can immediately make a weapon attack against that creature as a part of that same reaction. Roll 1d10 and add the result to the Rakghoul’s attack roll

Legendary Actions

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

Forcecasting. The Plague Master can cast an at-will force power.

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

Talisman Strike (Costs 2 Actions). The Plague Master can make one attack with his Talisman.

Coordinated Attack (Costs 3 Actions). The Plague Master can call upon all creatures infected with the Rakghoul plague within 60ft to use their reaction and make an attack or move up to its movement speed towards a hostile creature.



Lor Pelek

Medium Humanoid (human), chaotic dark


  • Armor Class 18
  • Hit Points 130 (13d8+65)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 8 (-1) 18 (+4) 14 (+2)

  • Saving Throws Str +11, Dex +8, Con +10, Wis +9
  • Skills Athletics +16, Intimidation +7, Nature +9, Perception +14, Stealth +13, Survival +14
  • Senses passive Perception 24
  • Damage Resistances energy, kinetic, poison
  • Condition Immunities charmed, frightend
  • Languages Understands but cannot speak Galactic Basic
  • Challenge 16 (15,000 XP)

Combat Caster. When the Lor Pelek uses his action to cast a force power, he can make a vibroshield attack as well.

Danger Sense. The Lor Pelek has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.

Vibroshield Defense. If the Lor Pelek takes the attack action on his turn he can choose to take a -3 penalty to his attack rolls and increase his AC to 21.

Forcecasting. The Lor Pelek is a 14th level forcecaster his forcecasting ability is Wisdom (force save DC 17, +9 to hit with force attacks, 42 force points). The Lor Pelek knows the following force powers:

At-will: force push/pull, saber reflect, spare the dying
1st level: force propel, heal, phase strike, propel
2nd level: force camoflauge, force throw
3rd level: force repulse, force scream, knight speed, plant surge
4th level: dominate beast, grasping vine
5th level: improved force scream, improved heal, improved phase strike, improved restoration, revitalize, telekinesis
6th level: greater heal, rage

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

Mask of the Wild. The Lor Pelek can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Reckless. At the start of its turn, the Lor Pelek can 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.

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

Telepathy. The Lor Pelek can communicate telepathically with creatures within 30ft., he does not need to share a language with the creature to do so. Creatures he is speaking with hear his voice as words in their native language, creatures he is not directly speaking with hear his speach as growls or grunts.

Unarmored Defense. While wearing no armor and not wielding a shield, the Lor Pelek adds his Constitution modifier to AC.

Actions

Multiattack. When the Lor Pelek makes three virboshields attacks or casts a force power and makes a vibroshield attack.

Vibroshield. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 15 (2d8+6) kinetic damage the target also must succeed on a DC 19 Strength save or be knocked prone on a failure.

Legendary Actions

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

Move. Lor Pelek can move up to his speed without provoking opportunity attacks.

Forcecasting. Lor Pelek can cast an at-will force power.

Vibroshield. Lor Pelek makes one Vibroshield attack.



Killik Joiner

Medium humanoid, neutral balanced


  • Armor Class 17 (weave armor & light shield)
  • Hit Points 40 (6d8+12)
  • Speed 30ft.

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

  • Condition Immunities charmed, frightened
  • Skills Athletics +3, Lore +4, Perception +6
  • Senses passive Perception 10
  • Languages Galactic Basic, Killik
  • Challenge 2 (450 XP)

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

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Joiner has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Joiner makes two weapon attacks.

Slugthrower Ranged Weapon Attack. +5 to hit, range 100/400, one target. Hit 7 (1d8+3) kinetic damage.

Vibrodagger Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 +4)



Joiner King

Medium humanoid, lawful balanced


  • Armor Class 19 (assault armor & medium shield)
  • Hit Points 120 (18d8+36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 20 (+5) 10 (+0)

  • Saving Throws Dex +7, Con +5, Wis +8
  • Condition Immunities charmed, frightened
  • Skills Athletics +12, Lore +8, Perception +13, Survival +9
  • Senses passive Perception 23
  • Languages Galactic Basic, Killik
  • Challenge 12 (8,400 XP)

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

Combat Caster. When the Joiner King uses it's action to cast a power, it can use a bonus action to make a martial lightsaber attack.

Forcecasting. The Joiner King is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 17, +9 to hit with force attacks, 44 force points). The Joiner King knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect, shock
1st level: dark side tendrils, dark side tendrils, force propel, phasestrike, improved feedback
2nd level: affliction, coerce mind, force confusion, mind spike, phase walk
3rd level: choke, dark aura, force lightning, force repulse, improved dark side tendrils, plague, sever force
4th level: dominate beast, drain life, mind trap
5th level: dominate mind, greater feedback, improved phasewalk, telekinesis
6th level: mass coerce mind

Hive Force Potential (3/day). While casting a force power that requires the target to make a save the Joiner King can call upon the latent force potential of it's hive to give the target disadvantage on the save.

Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The Killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.

Hive Tactics. The Joiner has advantage on an attack roll against a creature if at least one of the hive is within 30 ft. of the creature and the ally isn't incapacitated.

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

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

Actions

Multiattack. The Joiner makes three weapon attacks.

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

Hive Mind Blast (Recharge 5-6). A psychic blasts emerges in a 20ft. radius from the the Joiner King. Each creature in that area must succeed on a DC 17 Wisdom saving throw on a failed save the creature is paralyzed for a minute and takes 27 (5d10) psychic damage, the creature takes half damage on success and is not stunned. A target can repeat the saving throw at the end of each of its turns.

Legendary Actions

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

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

Martial Lightsaber. The Joiner makes one martial lightsaber attack.

Hive Coordiation (Costs 3 Actions). The Joiner King can allow any Killik or Joiner within a 60ft radius creatures to use their reaction to either to make an attack or move up to their movement speed.


Loth Wolf

Large beast, neutral balanced


  • Armor Class 16 (natural armor)
  • Hit Points 70 (15d8+0)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 14 (+2) 8 (-1) 18 (+4) 10 (+0 )

  • Skills Athletics +8, Insight +6, Perception +8, Stealth +6
  • Condition Immunities charmed, frightened
  • Senses passive Perception 18
  • Languages Galactic Basic
  • Challenge 4 (1,100 XP)

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

Keen Senses. The Loth Wolf has advantage on Wisdom (Perception) checks.

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

At will: phase walk

1/day each: force camoflauge, improved phase walk

Actions

Multiattack . Loth Wolf can make one bite attack and one claw attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage and the target is grappled (escape DC ). Until this grapple ends, the target is restrained, and the Loth Wolf can't bite another target.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Frightful Howl (1/Day). Each creature within 30 feet of the Loth Wolf must succeed on a Wisdom saving throw (DC 14) or become frightened of the Loth Wolf for 1 minute, and have its speed reduced to 0. At the end of each of its turns can repeat this save, ending the effect on a success.


Loth Bat

Large beast, unaligned


  • Armor Class 13
  • Hit Points 40 (8d8+0)
  • Speed fly 50ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 8 (-1) 18 (+4) 10 (+0)

  • Skills Perception +6
  • Senses blindsight 60ft., passive Perception 16
  • Languages --
  • Challenge 2 (450 XP)

Echolocation. The Loth Bat loses blindsight when deafened.

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

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

Actions

Multiattack . Loth Bat can make two claw attacks.

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

Screech. Each creature within a 15ft. cone of the Loth Bat must succeed on a constitution saving throw (DC 14) or become stunned for 1 minute. At the end of each of its turns can repeat this save, ending the effect on a success.


Nekghoul

Medium aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)

  • Saving Throws Dex +6, Wis +6
  • Damage Immunities necrotic, poison
  • Skills Athletics +7, Perception +6, Survival +9
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 1,800 (XP)

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

Combat Caster. When the Rakghoul uses it's action to cast a power, it can use a bonus action to make a vibroblade attack.

Forcecasting. The Nekghoul is a 6th level forcecaster it's forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 18 force points). The Nekghoul knows the following force powers:

At-will: force disarm, force push/pull, necrotic charge, saber reflect
1st level: force propel, phasestrike
2nd level: force throw
3rd level: choke, force scream, force repulse

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make a vibroblade attack against it as a bonus action.

Actions

Multiattack. The Nekghoul makes two weapon attacks.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10+4) kinetic damage.


Berserker Rakghoul

Medium aberration, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 90 (13d8+26)
  • Speed 30ft.

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

  • Saving Throws Dex +7
  • Damage Resistances kinetic, energy & ion
  • Damage Immunities necrotic, poison
  • Skills Athletics +14, Perception +5
  • Senses passive Perception 16
  • Languages --
  • Challenge 9 (5,000XP)

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

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

Blood Rage. When a creature within 5 feet of the rakghoul hits it with an attack, the rakghoul may use its reaction to immediately make a claw attack with advantage against that creature.

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make a bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul makes two claw attacks and one bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 14 (2d8+5) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw


Muur Rakghoul

Medium aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 40 (6d8+12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Damage Immunities necrotic, poison
  • Skills Athletics +6, Perception +3
  • Senses passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

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

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make a bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul makes one weapon or claw attack and one bite.

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 13 (2d8+4) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw

 

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