Vesh's Holodex

by Vesh

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Vesh's Galactic Holodex

PART I

Summary of Content






Sections


I. Beastiary:

  1. Acklay, Gladiator, pg. 9 - CR 12
  2. Albek, pg. 9 - CR 1
  3. Anakkona, pg. 10 - CR 13
  4. Angler, pg. 11 - CR 3
  5. Artery Worms, Swarm of, pg. 11 - CR 1/2
  6. Banshee, pg. 12 - CR 3
  7. Bearsloth, pg. 12 - CR 9
  8. Bogling, pg. 13 - CR 1/8
  9. Bog Rat, pg. 13 - CR 1/2
  10. Bog Rat, Red, pg. 13 - CR 1
  11. Bonegnawer, pg. 14 - CR 11
  12. Bonegnawer Gnawlet, pg. 14 - CR 5
  13. Chemilizard, pg. 15 - CR 2
  14. Cliffborer Worm, pg. 15 - CR 6
  15. Cliffborer Worm, Ancient, pg. 16 - CR 13
  16. Corellian Sand Panther, pg. 16 - CR 8
  17. Devilsquid, pg. 17 - CR 12
  18. Divvik, pg. 18 - CR 5
  19. Doashim, pg. 19 - CR 12
  20. Doashim, Apex, pg. 20 - CR 19
  21. Dragon Slug, pg. 21 - CR 9
  22. Durgolosk, pg. 21 - CR 8
  23. Evarrian, pg. 22 - CR 7
  24. Exoboar, pg. 22 - CR 4
  25. Firaxan Shark, Young, pg. 23 - CR 2
  26. Firaxan Shark, Adult, pg. 23 - CR 8
  27. Firaxan Shark, Frenzy, pg. 23 - CR 7
  28. Firaxan Shark, Ancient, pg. 24 - CR 20
  29. Fireworm, pg. 25 - CR 13
  30. Flame Beetle, pg. 25 - CR 1
  31. Greater Challat Eater Swarm, pg. 26 - CR 8
  32. Howler, pg. 26 - CR 3
  33. Iknayid, pg. 26 - CR 2
  34. Iknayid, Broodmother, pg. 27 - CR 12
  35. Iknayid, Broodling, pg. 27 - CR 1/8
  36. Jerethian Clamberwolf, pg. 28 - CR 5
  37. Jurgoran, pg. 28 - CR 7
  38. Kheilwar, pg. 29 - CR 3
  39. Kintan Crusher, pg. 29 - CR 6
  40. Kintan Crusher, Behemoth, pg. 30 - CR 11
  41. Kintan Strider, pg. 30 - CR 5
  42. Krakana, pg. 31 - CR 23
  43. Kubaza Beetle, Adult, pg. 32 - CR 2
  44. Kubaza Beetle, Brood Lord, pg. 32 - CR 6
  45. Kubaza Beetle, Colossal, pg. 33 - CR 11











  1. Kubaza Beetle, Young, pg. 33 - CR 1/2
  2. K'lor'slug, Adult, pg. 34 - CR 6
  3. Maalraas, Nighthunter, pg. 34 - CR 5
  4. Mantellian Flutterplume, pg. 35 - CR 2
  5. Mantellian Savrip, pg. 35 - CR 4
  6. Menagerie Dragon, pg. 36 - CR 16
  7. Milodon, pg. 37 - CR 12
  8. Monolith, pg. 38 - CR 11
  9. Monolith, Colossal, pg. 38 - CR 18
  10. Nashtah, pg. 39 - CR 3
  11. Ng'ok, pg. 39 - CR 5
  12. Oggdo, pg. 40 - CR 5
  13. Oggdo, Legendary, pg. 40 - CR 12
  14. Pantran Whitefang, pg. 41 - CR 5
  15. Pherin, pg. 41 - CR 1/4
  16. Phillak, pg. 42 - CR 2
  17. Pierceskimmer, pg. 42 - CR 9
  18. Roggwart, pg. 43 - CR 9
  19. Saava, pg. 44 - CR 2
  20. Scazz, pg. 44 - CR 1
  21. Sithspawn Hydra, pg. 45 - CR 10
  22. Sithspawn Spider, pg. 46 - CR 10
  23. Skungus, pg. 47 - CR 3
  24. Sleen, pg. 47 - CR 1
  25. Slyyyg, pg. 48 - CR 5
  26. Splox, pg. 48 - CR 1/4
  27. Thevaxan Marauder, pg. 49 - CR 15
  28. Tolaran Ice Drake, pg. 50 - CR 6
  29. Vixian Mauler, pg. 51 - CR 17
  30. Vorantikus, pg. 52 - CR 11
  31. Vrblther, Alpha, pg. 53 - CR 5
  32. Vrblther, Juvenile, pg. 53 - CR 1

II. Droid Shop:

  1. DK-27 Guardian Droid, pg. 54 - CR 3
  2. EPHEMERIS Series Droid, pg. 54 - CR 8
  3. Fabrication Martial Droid, pg. 55 - CR 7
  4. GEMINI Conspirator Droid, pg. 56 - CR 13
  5. GEMINI Series Droid, pg. 57 - CR 4
  6. Guardian NS-55 Enforcer Droid, pg. 58 - CR 5
  7. Haxion Brood Bounty Droid, pg. 59 - CR 7
  8. M1 Series War Droid, pg. 60 - CR 11
  9. R8 Series Artillery Droid, pg. 61 - CR 9
  10. S-R6 Assassin Droid, pg. 62 - CR 14

Table of Contents Cont'd


III. Galaxy's Most Wanted

  1. Dark Side Spectre, pg. 63 - CR 11
  2. Dashade Force Devourer, pg. 64 - CR 9
  3. Elite Hunter, pg. 65 - CR 10
  4. Emperor's Wrath, pg. 66 - CR 13
  5. Force Crusader, pg. 67 - CR 24
  6. Force Wraith Commander, pg. 69 - CR 8
  7. Force Wraith Warrior, pg. 69 - CR 3
  8. Grand Champion of the Great Hunt, pg. 70 - CR 13
  9. Havoc Squad Commander, pg. 71 - CR 13
  10. Imperial Cipher Agent, pg. 72 - CR 13
  11. Jedi Barsen'thor, pg. 73 - CR 13
  12. Mandalorian Avenger, pg. 74 - CR 22
  13. Morgukai (Faction), pg. 75
  14. Morgukai Berserker, pg. 76 - CR 9
  15. Morgukai Chieftain, pg. 76 - CR 12
  16. Morgukai Cultist, pg. 77 - CR 2
  17. Morgukai Duelist, pg. 77 - CR 6
  18. Morgukai Initiate, pg. 78 - CR 1/4
  19. Morgukai Warrior, pg. 78 - CR 5
  20. Revanite (Faction), pg. 79
  21. Revanite Follower, pg. 80 - CR 1/8
  22. Revanite Believer, pg. 80 - CR 2
  23. Revanite Worshipper, pg. 80 - CR 3
  24. Roguish Corsair, pg. 81 - CR 7
  25. Shifty Shapeshifter, pg. 82 - CR 3
  26. Sith Conqueror, pg. 83 - CR 28
  27. Sith Force Walker, pg. 85 - CR 13
  28. Sith Phantasm, pg. 87 - CR 16
  29. Tythonian Hero, pg. 87 - CR 13
  30. Voidhound Scoundrel, pg. 88 - CR 13

Looking for more?

PART II

Fauna and Flora






















Acklay, Gladiator

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 161 (14d12+70)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 5 (-3)

  • Saving Throws Str +10, Con +9
  • Skills Athletics +10, Perception +4
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 14
  • Challenge 12 (8,400 XP)

Amphibious. The acklay can breathe air and water.

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.

Actions

Multiattack. The Acklay makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) kinetic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both claw attacks hit the same target, the second hit does an extra 11 (1d10+6) kinetic damage.

















Albek

Small beast, unaligned


  • Armor Class 14 (16 with battle precognition)
  • Hit Points 39 (6d6+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 4 (-3) 16 (+3) 9 (-1)

  • Skills Perception +5
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 1 (200 XP)

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

Innate Forcecasting. The albek's innate techcasting ability is wisdom (force save DC 13) It can innately cast the following force powers::

At-Will: force push/pull, feedback, force disarm
3/day: improved feedback, phasestrike
1/day: battle precognition

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

Spiked Hide. Any creature that grapples the albek takes 4 (1d8) kinetic damage at the end of its turn.

Actions

Multiattack. The albek casts one at-will power and makes one bite attack.

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

"Yaarg!"

―Clone Trooper "Bogey" 5632







Anakkona

Gargantuan beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 40 ft., climb 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 3 (-4)

  • Saving Throws Dex +5, Con +10
  • Skills Perception +5
  • Senses blindsight 10 ft., passive Perception 15
  • Challenge 13 (10,000 XP)

Slither. If the anakkona hasn’t eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing.

Sparkling Scales. The anakkona’s scales refract light in iridescent cascades that are hypnotic to gaze upon. If the anakkona is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can’t see the anakkona until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the anakkona in the meantime, it must immediately make the saving throw.

Actions

Multiattack. The anakkona makes one bite attack and one constrict attack.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) kinetic damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the anakkona. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the anakkona’s turns. If the anakkona takes 30 damage or more on a single turn from a creature inside it, the anakkona must succeed on a DC 15 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 anakkona. If the anakkona dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12+8) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and the anakkona can't constrict another target.





















Angler

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2, Stealth +5
  • Senses blindsight 60 ft., passive Perception 12
  • Challenge 3 (700 XP)

Adhesive Filament. The angler can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the angler (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the angler, which can extrude a replacement filament on its next turn

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

Actions

Multiattack. The angler makes two attacks with its claws.

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

Filament. One creature grappled by the angler's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the angler, and the angler makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the angler can't extrude another filament.


Artery Worms, Swarm of

Medium swarm of tiny beasts, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 10 ft., climb 10 ft.

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

  • Skills Perception +3, Stealth +4
  • Damage Resistances kinetic and energy
  • Condition Immunities blinded, charmed, frightened, grappled, paralyzed, prone, restrained
  • Senses blindsight 30 ft. (blind beyond this range)
  • Challenge 1/2 (100 XP)

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 maggot. The swarm can't regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space., one target. Hit: The target is infested by 1d4 artery worms. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these artery worms are too far under the skin to be burned. If a target infested by artery worms ends its turn with 0 hit points, it dies as the artery worms burrow into its heart and kill it. Any effect that cures disease kills all artery worms infesting the target.


Banshee

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 4 (-3) 15 (+2) 5 (-3)

  • Skills Athletics +7
  • Senses darkvision 60 ft., passive Perception +5
  • Challenge 3 (700 XP)

Bioluminescence. The banshee radiates dim light in a 10 foot radius.

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

Actions

Multiattack. The banshee makes one bite and one talon attack.

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

Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage, and the target is grappled (escape DC 15).


Bearsloth

Large beast, unaligned


  • Armor Class 15
  • Hit Points 105 (10d10 + 50)
  • Speed 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 20 (+5) 3 (-4) 15 (+2) 7 (-2)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Stealth +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Challenge 9 (5,000 XP)

Arboreal Camouflage. If the bearsloth does not move on its turn, it can take the hide action as a bonus action, and has advantage on stealth checks.

Bearsloth Venom. Creatures that are poisoned by the bearsloth's venom suffer the normal effects of being poisoned. Additionally, at the start of each of the creature's turns, the creature suffers 1d6 poison damage and takes one level of exhaustion, and then can repeat the saving throw against the poison. On a success, the effect ends. The creature loses one level of exhaustion after completing a long rest.

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

Actions

Multiattack. The bearsloth makes five attacks; one with its bite and four with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) kinetic damage and the target must make a DC 16 Constitution saving throw or take 21 (6d6) poison damage and become poisoned with Bearsloth venom. On a success, it takes half damage and is immune to Bearsloth venom for 24 hours.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) kinetic damage


Bogling

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1 (1d4 - 2)
  • Speed 40 ft., burrow 20 ft.

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

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

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

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

Actions

Claws. Melee Weapon Attack: +4 to hit, reach, one target. Hit: 4 (1d4+2) kinetic damage.


Bog Rat

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 12 (+1) 3 (-4) 9 (-1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Ambusher. The bog rat has advantage on attack rolls against any creature that it has surprised.

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

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.

Pounce. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage, and the target must make a DC 13 Strength saving throw or be knocked prone.




















Bog Rat, Red

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 4)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 3 (-4) 9 (-1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances kinetic and energy damage from unenhanced weapons
  • Senses passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Ambusher. The bog rat has advantage on attack rolls against any creature that it has surprised.

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

Actions

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

Pounce. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage, and the target must make a DC 13 Strength saving throw or be knocked prone.


Bonegnawer

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 9 (-1)

  • Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Challenge 11 (7,200 XP)

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

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

Actions

Multiattack. The Bonegnawer makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8+8) kinetic damage.

Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6+8) kinetic damage. The target is grappled (escape DC 19) Until this grapple ends, the target is restrained, and the bonegnawer can't use its talons on another target.

Slam. The bonegnawer slams a huge or smaller creature it is grappling into the ground. The creature must make a DC 19 Constitution saving throw. On a failed save, the creature takes 41 (6d10+8) kinetic damage and is stunned until the end of its next turn. On a success, it takes half damage and isn't stunned. After using this ability, the target is no longer grappled.


Bonegnawer Gnawlet

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 51 (6d8 + 24)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 3 (-4) 12 (+1) 9 (-1)

  • Saving Throws Dex +3, Con +7
  • Skills Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

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

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

Actions

Multiattack. The gnawlet makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage.


Chemilizard

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 40 ft.

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

  • Skills Perception +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Challenge 2 (450 XP)

Trampling Charge. If the Chemilizard moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Chemilizard can immediately make another attack with its bite against it as a bonus action.

Actions

Multiattack. The Chemilizard makes two attacks; one with its ram and one with either its bite or its claws.

Ram. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.

Bite. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.

Claws. Melee Weapon Attack: +5 to hit, Reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage. The creature must then succeed on a DC 11 Constitution saving throw or be poisoned for one minute. Affected creatures may repeat the saving throw at the end of each of their turns. After a successful save, creatures are immune to the Chemilizard's poison for 24 hours.


























Cliffborer Worm

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 5 (-3) 12 (+1) 9 (-1)

  • Saving Throws Str +7, Con +6, Cha +2
  • Skills Perception +4, Stealth +4
  • Damage Vulnerabilities sonic
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, prone
  • Senses tremorsense 60 ft., passive Perception 14
  • Challenge 6 (2,300 XP)

Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks and is considered to have expertise in stealth.

Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The Cliffborer Worm makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage. On a hit, the target is grappled. A creature grappled in this way can use an action on its turn to break free by succeeding on a DC 14 Strength (Athletics) check.

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


Cliffborer Worm, Ancient

Gargantuan beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 20 ft., burrow 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 20 (+5) 5 (-3) 14 (+2) 9 (-1)

  • Saving Throws Str +10, Con +10, Cha +5
  • Skills Perception +6, Stealth +6
  • Damage Vulnerabilities sonic
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, prone
  • Senses tremorsense 120 ft., passive Perception 16
  • Challenge 13 (10,000 XP)

Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 20-foot-diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks and is considered to have expertise in stealth.

Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 (5d6) damage from the attack.

Actions

Multiattack. The Cliffborer Worm makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 5) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the cliffborer worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) kinetic damage plus 10 (3d6) acid damage at the start of each of the cliffborer worm’s turns. The cliffborer worm can have only one creature swallowed at a time. If the cliffborer worm takes 20 damage or more on a single turn from a creature inside it, the cliffborer worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the cliffborer worm. If the cliffborer worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

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






















Corellian Sand Panther

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 90 (20d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +7
  • Skills Athletics +7, Perception +4, Stealth +7
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

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

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

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

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

Actions

Multiattack. The Corellian Sand Panther makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage. On a hit, a creature must make a DC 14 Constitution saving throw or be poisoned and take 1d6 poison damage.











Devilsquid

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 22 (+6) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Str +11, Con +10, Int +7, Cha +8
  • Damage Immunities cold, poison, psychic
  • Condition Immunities frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands Galactic Basic but cannot speak it
  • Challenge 12 (8,400 XP)

Amphibious. The devilsquid can breathe air and water.

Jet. While underwater, the devilsquid can use the disengage action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.

Actions

Multiattack. The devilsquid makes six tentacle attacks and one bite attack. The devilsquid can subsitute two tentacles out for one constrict if it has a creature grappled at the start of it’s turn, but it never constricts more than once per turn.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10+7) kinetic damage.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6+7) kinetic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).

Constrict. A grappled creature takes 26 (3d12+7) kinetic damage and is grappled and restrained (escape DC 17).

Ink Cloud (Recharge 6). The devilsquid emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness force power, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The devilsquid’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.

Vomit Forth the Deep (1/day). The devilsquid sprays half-digested food from its maw over a 15-foot cone. This acidic slurry deals 3 (1d6) acid damage to creatures in the area and each creature must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.


Divvik

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (7d6 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 4 (-3) 8 (-1) 5 (-3)

  • Saving Throws Con +5
  • Skills Perception +2
  • Damage Resistances acid; kinetic and energy damage from unenhanced weapons
  • Damage Immunities poison; energy from blasters
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 5 (1,800 XP)

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

Many-Eyed. The divvik has advantage on saving throws made against being blinded.

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

Toxic Biology. When the divvik takes kinetic damage or damage that would crush or pierce its hide, it releases a toxic gas. Any creatures within 10 feet of the divvik must succeed on DC 13 Constitution saving throws or take 3 (1d6) poison damage and be poisoned until the end of their next turn. On a successful save, the creature takes half damage and isn't poisoned.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage, plus 3 (1d6) acid damage and the target is grappled (escaped DC 12). The target must succeed on a DC 13 Constitution saving throw or be poisoned. While a creature is poisoned in this way, it is paralyzed. An affected creature can repeat the saving throw at the end of its turn, ending the effect on a success.

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

Implant Larvae. If a divvik’s bite attack reduces a grappled creature to 0 hit points, or it bites a target that’s already at 0 hit points, it can use a bonus action to implant an egg in the creature’s brain. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, its Constitution decreases by 1d2 every 24 hours and it has disadvantage on attack rolls and ability checks. After one week, the victim is incapacitated and blinded. After 2 weeks, an immature divvik erupts from the victim’s head, causing 3d10 kinetic damage. A restoration or toxin purge power can kill the egg during its incubation.



Doashim

Large beast, neutral dark


  • Armor Class 16 (natural armor)
  • Hit Points 181 (19d10 + 76)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 4 (-3) 12 (+1) 6 (-2)

  • Saving Throws Str +8, Dex +5, Con +7
  • Skills Athletics +8, Perception +4, Stealth +5
  • Damage Immunities poison, necrotic
  • Condition Immunities frightened
  • Senses darkvision 60 ft., blindsight 10 ft., passive Perception 14
  • Challenge 12 (8,400 XP)

Fight or Flight. When the doashim is reduced to one quarter of its hit point maximum or fewer (45), roll a d6. On a roll of 1-4, the doashim attempts to retreat at the start of its next turn, returning only after regenerating back to at least half its hit point maximum (90). While retreating in this way, on its turn it uses all its movement and the dash action to move as far away as possible. If it has nowhere to run, it takes the dodge action. On a roll of 5-6, the doashim becomes enraged until it is killed or no hostile creatures remain in sight. While enraged in this way, the doashim gains the following benefits: It has advantage on Strength checks and Strength saving throws, it's melee attacks deal an additional damage die of damage, and it gains resistance to kinetic and energy damage.

Gnaw. The doashim has advantage on bite attacks against creatures it is grappling.

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

Pounce. If the doashim moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked Prone. If the target is Prone, the doashim can attempt to grapple it as a bonus action.

Powerful Leap. When the doashim makes a long jump, it can leap up to forty feet if it moves at least 10 feet on foot immediately before the jump. When it makes a standing long jump, it can leap only twenty feet. Each foot cleared on the jump costs a foot of movement.

Regeneration. The doashim regains 10 hit points at the start of any turn it begins with more than 0 hit points.

Actions

Multiattack. The doashim makes five attacks: four with its claws and one with its bite. If two claw attacks hit the same target, that target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). It can substitute its bite attack with a gore attack against a creature it is grappling.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

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

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10+5) kinetic damage. The target must succeed on a DC 16 Constitution saving throw or be wounded for one minute. A wounded target takes 3 (1d6) kinetic damage for every 5 feet of movement it takes. A wounded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Frightful Presence. Each creature of the doashim’s choice that is within 60 feet of the doashim and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the doashim’s Frightful Presence for the next 24 hours.



Doashim, Apex

Large beast, neutral dark


  • Armor Class 18 (natural armor)
  • Hit Points 228 (24d10 + 96)
  • Speed 50 ft., climb 30 ft.

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

  • Saving Throws Str +12, Dex +8, Con +10
  • Skills Athletics +12, Perception +8, Stealth +8
  • Damage Immunities poison, necrotic
  • Condition Immunities frightened
  • Senses darkvision 60 ft., blindsight 10 ft., passive Perception 18
  • Challenge 19 (22,000 XP)

Fight or Flight. When the doashim is reduced to one quarter of its hit point maximum or fewer (57), roll a d6. On a roll of 1-3, the doashim attempts to retreat at the start of its next turn, returning only after regenerating back to at least half its hit point maximum (114). While retreating in this way, on its turn it uses all its movement and the dash action to move as far away as possible. If it has nowhere to run, it takes the dodge action. On a roll of 4-6, the doashim becomes enraged until it is killed or no hostile creatures remain in sight. While enraged in this way, the doashim gains the following benefits: It has advantage on Strength checks and Strength saving throws, it's melee attacks deal an additional damage die of damage, and it gains resistance to kinetic and energy damage.

Gnaw. The doashim has advantage on bite attacks against creatures it is grappling.

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

Pounce. If the doashim moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked Prone. If the target is Prone, the doashim can attempt to grapple it as a bonus action.

Powerful Leap. When the doashim makes a long jump, it can leap up to forty feet if it moves at least 10 feet on foot immediately before the jump. When it makes a standing long jump, it can leap only twenty feet. Each foot cleared on the jump costs a foot of movement.

Regeneration. The doashim regains 20 hit points at the start of any turn it begins with more than 0 hit points.

Actions

Multiattack. The doashim makes five attacks: four with its claws and one with its bite. If two claw attacks hit the same target, that target must succeed on a DC 20 Strength saving throw or be grappled (escape DC 20). It can substitute its bite attack with a gore attack against a creature it is grappling.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) kinetic damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) kinetic damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage. The target must succeed on a DC 16 Constitution saving throw or be wounded for one minute. A wounded target takes 7 (2d6) kinetic damage for every 5 feet of movement it takes. A wounded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Frightful Presence. Each creature of the doashim’s choice that is within 60 feet of the doashim and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the doashim’s Frightful Presence for the next 24 hours.

Legendary Actions

Doashim can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Doashim regains spent legendary actions at the start of its turn.

Claw. The doashim makes a claw attack.

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

Stomp (Costs 2 Actions). The doashim stomps the ground hard. Each creature within 10 feet of the doashim must succeed on a DC 20 Dexterity saving throw or be knocked prone. The doashim can then move up to half its speed and either make a claw attack or attempt to grapple the target.


























Dragon Slug

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 60 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 7 (-2) 11 (+0) 7 (-2)

  • Saving Throws Con +8, Wis +4
  • Damage Resistances cold
  • Damage Immunities fire
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Challenge 9 (5,000 XP)

Burning Fury. When the dragon slug is targeted by an effect that would deal fire or cold damage, its Burning Breath automatically recharges.

Actions

Multiattack. The slug makes three attacks: one with its slam, one with its bite, and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage and 5 (1d10) fire damage.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10+5) kinetic damage.

Burning Breath (Recharge 6). The slug exhales scorching wind in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.


Durgolosk

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 20 (+5) 2 (-4) 12 (+1) 8 (-1)

  • Skills Perception +5
  • Damage Immunities poison
  • Condition Immunities paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 8 (3,900 XP)

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

Overrun. The durgolosk can enter enemy-occupied spaces but can’t end its move there. Creatures in spaces the durgolosk enters must make successful DC 14 Dexterity saving throws or take 9 (1d6+6) kinetic damage and fall prone.

Actions

Multiattack. The Durgolosk makes two attacks: one with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) kinetic damage.

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage. If the target is a creature, it is grappled (escape DC 17) and must make a DC 16 Constitution saving throw. On a failure, the creature takes 14 (4d6) poison damage and is paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of its turn to end the effect. A creature that succeeds on the saving throw takes half damage and is immune to the Durgolosk's venom for 24 hours.


Evarrian

Large insectoid, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 60 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 6 (-2) 13 (+1) 9 (-1)

  • Saving Throws Wis +4
  • Skills Athletics +7, Perception +4
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 7 (2,900 XP)

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

Spiked Carapace. A creature that touches the evarrian or hits it with a melee attack while within 5 feet of it takes 5 (1d10) kinetic damage.

Actions

Multiattack. The evarrian makes three attacks: one with its bite, one with its claw, and one with its coil.

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

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage and if the target is a creature it must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become paralyzed for 1 minute. A creature paralyzed in this way has its maximum hit points reduced by an amount equal to the poison damage taken. At the start of each of its turns, a poisoned creature takes another 3d6 poison damage to both its current and maximum hit points and then can repeat the saving throw to end the effect. This reduction to its max hit points lasts until it completes a long rest. A creature that has its hit point maximum reduced to 0 in this way dies immediately as its organs shut down.

Coil. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage. If the target is a Large or smaller creature it is grappled (escape DC 15). Until the grapple ends, the target is restrained and the Evarrian can coil around only this target.


Exoboar

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 2 (-4) 12 (+1) 10 (+0)

  • Senses blindsight 30 ft., passive Perception 11
  • Challenge 4 (1,100 XP)

Burrow. Exoboars cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter.

Exoboar Rage. If the exoboar takes damage from a Medium or larger hostile creature, it gains a +4 boost to its Strength and Constitution, but suffers a –2 penalty to its AC. The exoboar rage lasts 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still live.

Actions

Multiattack. The exoboar makes one claw attack and one bite attack.

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

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) kinetic damage.


Firaxan Shark, Young

Large beast, unaligned


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

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities sonic
  • Senses blindsight 30 ft., passive Perception 12
  • Challenge 2 (450 XP)

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

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

Water Breathing. The shark can breathe only underwater.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 13 (2d8+4) kinetic damage.


Firaxan Shark, Frenzy

Gargantuan swarm of large beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 150 (12d20 + 24)
  • Speed Swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (-5) 10 (+0) 4 (-3)

  • Skills Perception + 3
  • Damage Vulnerabilities sonic
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 7 (2,900 XP)

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

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

Reactive. The swarm can take one reaction each turn.

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

Water Breathing. The swarm can breathe only underwater.

Actions

Multiattack. The swarm makes a bite attack against every creature in its space.

Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 22 (4d8+4) kinetic damage, or 13 (2d8+4) kinetic damage if the swarm has half of its hit points or fewer.



Firaxan Shark, Adult

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 104 (9d12 + 45)
  • Speed Swim 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 1 (-5) 10 (+0) 5 (-3)

  • Saving Throws Str +9, Con +8
  • Skills Perception +3
  • Damage Vulnerabilities sonic
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 8 (3,900 XP)

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

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

Relentless. If the shark takes 13 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Water Breathing. The shark can breathe only underwater.

Actions

Multiattack. The shark makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage. On a hit, the target is grappled. A creature grappled in this way is restrained and can use an action on its turn to break free by succeeding on a DC 15 Strength (Athletics) check.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage.



Firaxan Shark, Ancient

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 297 (18d20 + 108)
  • Speed Swim 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 23 (+6) 1 (-5) 12 (+1) 9 (-1)

  • Saving Throws Str +14, Con +12, Wis +7
  • Skills Athletics +14, Perception +7
  • Damage Vulnerabilities sonic
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Senses blindsight 60 ft., passive Perception 17
  • Languages Languages
  • Challenge 20 (25,000 XP)

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

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

Relentless. If the shark takes 18 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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

Water Breathing. The shark can breathe only underwater.

Actions

Multiattack. The shark makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10+8) kinetic damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the shark. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the shark, and takes 10 (3d6) kinetic damage and 10 (3d6) acid damage at the start of each of the shark’s turns. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 15 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 titanoboa. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) kinetic damage.


Fireworm

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 162 (17d12 + 51)
  • Speed 40 ft., swim 80 ft. (lava)

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 15 (_2) 14 (+2) 20 (+5)

  • Saving Throws Dex +7, Con +8, Wis +7, Cha +10
  • Skills Athletics +9, Perception +7, Stealth +7
  • Damage Immunities fire, energy
  • Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 17
  • Challenge 13 (10.000 XP)

Crystalline Scales. The fireworm's scales make it immune to attacks that deal energy damage. When the fireworm is reduced to half its hit point maximum (81) its scales crack. It loses its immunity to fire damage and its energy immunity changes to resistance to energy damage.

Fire Incarnate. All fire damage dealt by the fireworm ignores fire resistance but not fire immunity.

Heated Body. A creature that touches the fireworm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions

Multiattack. The fireworm makes one bite attack and one tail attack.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage plus 7 (2d6) fire damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) kinetic damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5-6). The fireworm exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.


Flame Beetle

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 15 (6d4)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 7 (-2)

  • Saving Throws Dex +5
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 1 (200 XP)

Explosive. When the flame beetle is reduced to 0 hit points, it immediately uses its Combustion action.

Heated Body. A creature that touches the flame beetle or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Actions

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

Combustion. The flame beetle explodes in a burst of flame. The beetle immediately dies and its body disintegrates. Creatures within 5 feet of the flame beetle when it explodes must succeed on a DC 13 Dexterity saving throw or take 10 (4d4) fire damage.


Greater Challat Eater Swarm

Huge swarm of tiny beasts, chaotic dark


  • Armor Class 15 (natural armor)
  • Hit Points 84 (13d12)
  • Speed 5 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 10 (+0) 1 (-5) 15 (+2) 12 (+1)

  • Damage Vulnerabilities cold
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Potent Poison. The challat eater swarm's poison affects corporeal undead who are otherwise immune to poison.

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 insect. The swarm can't regain hit points or gain temporary hit points.

Weight of Wings. A creature in a space occupied by the challat eater swarm has its speed reduced by half, and must succeed on a DC 16 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on its saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours.

Actions

Multiattack. The Challat Eater Swarm makes a bite attack against every creature in its space.

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., every target in its space, one target. Hit: 24 (6d6 + 3) kinetic damage, or 13 (3d6 + 3) kinetic damage if the swarm has half of its hit points or fewer. The target must make a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1d4 rounds. On a successful saving throw, the target takes half damage and is not poisoned.


Howler

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +4
  • Damage Immunities sonic
  • Condition Immunities deafened
  • Senses passive Perception 14
  • Challenge 3 (700 XP)

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

Actions

Multiattack. The howler uses its howl if it is available, then makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Howl (Recharge 6). The howler lets out a piercing screech in a 60 foot radius. All creatures in the area must make a DC 13 Consitution saving throw or be stunned until the end of their next turn.


Iknayid

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)

  • Condition Immunities blinded
  • Senses blindsight 60 Ft., tremorsense 60 Ft., passive Perception 11
  • Challenge 2 (450 XP)

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage plus 3 (1d6) acid damage.

Acid Spray (Recharge 6). The iknayid spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.


Iknayid, Broodmother

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 114 (12d12 + 36)
  • Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 17 (+3) 1 (-5) 15 (+2) 8 (-1)

  • Saving Throws Str +9, Wis +5
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities blinded
  • Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 12
  • Challenge 12 (8,400 XP)

Lay Egg. As a bonus action, the broodmother can lay an egg that contains an iknayid broodling. The egg appears in the nearest space within 5 feet of the broodmother. The egg has an of AC 5 and has 5 hit points. At the end of the broodmother's next turn, the iknayid broodling can use a bonus action to break out of its egg and immediately move and attack the nearest creature that isn't an iknayid.

Burst Forth (1/rest). The broodmother breaks through solid ground or wall as a bonus action, showering the area with debris. Each creature within 15 feet of the broodmother that is surprised must succeed on a DC 17 Strength saving throw, taking 20 (4d6 + 6) kinetic damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.

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

Actions

Multiattack. The broodmother makes three melee attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) kinetic damage plus 7 (2d6) acid damage. If the target is a Huge or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the broodmother can bite only the grappled creature and has advantage on attack rolls to do so.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Command Iknayids. The broodmother targets 1d4 iknayids within 30 feet that can see and hear the broodmother. The target uses its reaction to make one melee attack.

Acid Spray (Recharge 5 or 6). The broodmother spits acid in a line that is 60 feet long and 5 feet wide. Each creature in that line must succeed on a DC 14 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.


Iknayid, Broodling

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 12 (+1) 1 (-5) 11 (+0) 6 (-2)

  • Condition Immunities blinded
  • Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge 1/8 (25 XP)

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

Actions

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

Acid Spray (Recharge 6). The broodling spits acid in a line that is 15 feet long and 5 feet wide. Each creature in that line must succeed on a DC 11 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.


Jerethian Clamberwolf

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 57 (6d10 + 24)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

  • Saving Throws Dex +5, Con +7
  • Skills Perception +3
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

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

Ambusher. The clamberwolf has advantage on attack rolls against any creature it has surprised.

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

Relentless. If the clamberwolf takes 12 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Surprise Attack. If the clamberwolf surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The Jerethian Clamberwolf makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 31 (5d10+4) kinetic damage.























Jurgoran

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 8 (-1) 13 (+1) 12 (+1)

  • Skills Athletics +8, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge 7 (2,900 XP)

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

Actions

Multiattack. The jurgoran makes one bite attack and one claw attack. If both attacks hit the same target, the jurgoran can make a thrash attack as a bonus action against that target.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) kinetic damage.

Thrash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d10) kinetic damage.

Frightful Presence. Each creature of the jurgoran's choice that is within 60 feet of the jurgoran and aware of it must succeed on a DC 13 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jurgoran's Frightful Presence for the next 24 hours.


Kheilwar

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 59 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 8 (-1) 18 (+4) 18 (+4)

  • Skills Deception +6, Insight +6, Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Ambusher. The kheilwar has advantage on attack rolls against any creature it has surprised.

Mimic. The kheilwar can use its action to shapeshift into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. While in this form, the kheilwar has advantage on deception checks made to maintain its disguise.

Natural Cloaking. As a bonus action, the kheilwar uses its wings to manipulate the light around it, turning invisible until its concentration ends (as if concentrating on a power). Any equipment the kheilwar wears or carries is invisible with it.

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

Actions

Multiattack. The kheilwar makes two stinger attacks.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage plus 4 (1d8) poison damage. The target must make a DC 14 Constitution saving throw or be poisoned for one minute. A creature poisoned in this way can repeat the saving throw at the end of their turn to end the effect. On a success, a creature is immune to being poisoned in this way for 24 hours.


Kintan Crusher

Large beast, neutral dark


  • Armor Class 14 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 16 (+3) 9 (-1) 13 (+1) 8 (-1)

  • Saving Throws Con +5
  • Skills Athletics +7
  • Senses passive Perception 11
  • Languages understands Galactic Basic but cannot speak it
  • Challenge 6 (2,300 XP)

Hulking. Attacks that push, trip, or grapple are made with disadvantage against a kintan crusher.

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

Actions

Multiattack. The kintan crusher makes two slam attacks. If both hit, the target is grappled (escape DC 15) and the kintan crusher uses its crushing pin against the target as a bonus action.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Crushing Pin. The kintan crusher stomps the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The kintan crusher is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the crusher does not move from the spot, it can maintain the crushing pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8+5) kinetic damage every time it starts its turn restrained by a crushing pin.


Kintan Crusher, Behemoth

Huge beast, neutral dark


  • Armor Class 16 (natural armor)
  • Hit Points 189 (18d12 + 82)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 18 (+4) 9 (-1) 14 (+2) 8 (-1)

  • Saving Throws Str +11, Con +8, Int +3
  • Skills Athletics +11
  • Senses passive Perception 12
  • Languages understands Galactic Basic but cannot speak it
  • Challenge 11 (7,200 XP)

Hulking. Attacks that push, trip, or grapple are made with disadvantage against a kintan crusher.

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

Actions

Multiattack. The kintan crusher makes two slam attacks. If both hit, the target is grappled (escape DC 17) and the kintan crusher uses its crushing pin against the target as a bonus action.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 26 (3d12+7) kinetic damage.

Crushing Pin. The kintan crusher stomps the target, pinning it to the ground, where it is grappled and restrained (escape DC 19). The kintan crusher is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the crusher does not move from the spot, it can maintain the crushing pin on up to two Medium-sized or smaller creatures. A creature suffers 11 (1d8+7) kinetic damage every time it starts its turn restrained by a crushing pin.

Groundquake (Recharge 6). The kintan crusher slams the ground, causing a seismic disturbance in a 20-foot radius of itself. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. Creatures in the area must make a DC 16 Dexterity saving throw or take 14 (4d6) kinetic damage and fall prone. On a success a creature takes half damage and doesn't fall prone. Creatures affected by the kintan crusher's crushing pin automatically fail their saving throws.


Kintan Strider

Large beast, neutral dark


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 16 (+3) 9 (-1) 13 (+1) 8 (-1)

  • Saving Throws Con +5
  • Skills Athletics +7
  • Senses passive Perception 11
  • Languages understands Galactic Basic but cannot speak it
  • Challenge 5 (1,800 XP)

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

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

Regeneration. The strider regains 10 hit points at the start of its turn if it has at least 1 hit point.

Unrelenting Fortitude. If damage reduces the strider to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the strider drops to 1 hit point instead.

Actions

Multiattack. The kintan strider makes two greatclub attacks.

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

Rock. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 16 (2d10+5) kinetic damage.



Krakana

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 264 (16d20 + 96)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 23 (+6) 8 (-1) 18 (+4) 20 (+5)

  • Saving Throws Str +17, Dex +7, Con +13, Int +6, Wis +11
  • Damage Immunities lightning; kinetic and energy from unenhanced weapons
  • Condition Immunities frightened, paralyzed
  • Senses darkvision 120 ft., passive Perception 14
  • Challenge 23 (50,000 XP)

Amphibious. The krakana can breathe air and water.

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

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

Actions

Multiattack. The krakana makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) kinetic damage. If the target is a Large or smaller creature grappled by the krakana, that creature 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 krakana, and it takes 42 (12d6) acid damage at the start of each of the krakana's turns. If the krakana takes 50 damage or more on a single turn from a creature inside it, the krakana must succeed on a DC 25 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 krakana. If the krakana dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) kinetic damage. The target is grappled (escape DC 18) Until this grapple ends, the target is restrained. The krakana has two tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the krakana is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (3d10+10) kinetic damage. If the target is a Huge or smaller creature, it must succeed on a DC 25 Strength saving throw or be pushed 10 feet in a direction of the Krakana's choice. If at the end of this movement the target would hit another creature or object, both creatures take an additional 3 (1d6) kinetic damage.

Legendary Actions

Krakana 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. Krakana regains spent legendary actions at the start of their turn.

Tentacle Attack or Fling. The krakana makes one tentacle attack or uses its Fling.

Swallow (Costs 2 Actions). The krakana makes one bite attack against a creature it is grappling.

Tail (Costs 2 Actions). The krakana makes one tail attack.

Ink Cloud (Costs 3 Actions). While underwater, the krakana expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the krakana. Each creature other than the krakana that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the krakana's next turn.
















Kubaza Beetle, Adult

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 7 (-2) 12 (+1) 8 (-1)

  • Damage Immunities fire
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Challenge 2 (450 XP)

Death Burst. When the beetle dies, it explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the beetle's body.

Hive Mind. Kubaza Beetles share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The beetle'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 beetle has advantage on an attack roll against a creature if at least one of the beetle's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Tunneler. The beetle can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

Multiattack. The kubaza beetle makes two stab attacks or two spike attacks.

Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage.


Kubaza Beetle, Brood Lord

Large beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 17 (+3) 8 (-1) 14 (+2) 10 (+0)

  • Damage Immunities fire
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Challenge 6 (2,300 XP)

Death Burst. When the beetle dies, it explodes, and each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the beetle's body.

Hive Mind. Kubaza Beetles share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The beetle'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 beetle has advantage on an attack roll against a creature if at least one of the beetle's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

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

Actions

Multiattack. The kubaza beetle makes two stab attacks or two spike attacks.

Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) kinetic damage.

Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Acid Spray (Recharge 5 or 6). The beetle sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.


Kubaza Beetle, Colossal

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 252 (24d12 + 96)
  • Speed 50 ft., burrow 30 ft., climb 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 8 (-1) 16 (+3) 12 (+1)

  • Damage Immunities fire
  • Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 13
  • Challenge 11 (7,200 XP)

Death Burst. When the beetle dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the beetle's body.

Hive Mind. Kubaza Beetles share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The beetle'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.

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

Tunneler. The beetle can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake.

Actions

Multiattack. The kubaza beetle makes two stab attacks or two spike attacks.

Stab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) kinetic damage.

Spike. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Acid Spray (Recharge 5 or 6). The beetle sprays acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.


Kubaza Beetle, Young

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft., burrow 10 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 4 (-3) 10 (+0) 6 (-2)

  • Damage Immunities fire
  • Senses darkvision 30 ft., tremorsense 60 ft., passive Perception 10
  • Challenge 1/2 (100 XP)

Death Burst. When the beetle dies, it explodes, and each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the beetle's body.

Hive Mind. Kubaza Beetles share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The beetle'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 beetle has advantage on an attack roll against a creature if at least one of the beetle's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Tunneler. The beetle can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake.

Actions

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


K'lor'slug, Adult

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft., burrow 30 ft., climb 30 ft.

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

  • Saving Throws Con +5
  • Skills Perception +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., passive Perception 15
  • Languages
  • Challenge 6 (2,300 XP)

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

Tunneler. The k'lor'slug can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The K'lor'slug makes three attacks; two with its claws and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage plus 17 (5d6) poison damage. 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. Additonally, If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the k'lor'slug. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the k'lor'slug, and takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the k'lor'slug’s turns. The k'lor'slug can have only one creature swallowed at a time. If the k'lor'slug takes 20 damage or more on a single turn from a creature inside it, the k'lor'slug must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the k'lor'slug. If the k'lor'slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

Acid Spray. (Recharge 5 or 6) The K'lor'slug spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.


Maalraas, Nighthunter

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws Dex +6
  • Skills Stealth +9, Perception +5
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 5 (1,800 XP)

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

Force Sensitive. The maalraas' forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks). The maalraas innately knows the following force powers: At-will: force camouflage

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

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

Actions

Multiattack. The maalraas makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage


Mantellian Flutterplume

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8+18)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 17 (+3) 2 (-4) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Blood Thirsty. If the flutterplume hits the same creature with two talon attacks in one turn, it can make a beak attack as a bonus action.

Flyby. The flutterplume doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

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

Scavenger. The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The flutterplume makes two talon attacks.

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

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


Mantellian Savrip

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 8 (-1) 10 (+0) 9 (-1)

  • Saving Throws Con +6
  • Skills Athletics +7
  • Senses passive Perception 10
  • Languages Savrip, understands Galactic Basic
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The savrip makes two slam attacks and one bite attack.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn, ending the effect on a success.



Menagerie Dragon

Huge aberration (sithspawn), neutral dark


  • Armor Class 18 (natural armor)
  • Hit Points 189 (14d12 + 98)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 24 (+7) 12 (+1) 12 (+1) 20 (+5)

  • Saving Throws Dex +6, Con +12, Wis +6, Cha +10
  • Skills Perception +10
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Sith (understands but can not speak it)
  • Challenge 16 (15,000 XP)

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

Harnessed. The dragon carries a compact harness on its back. Up to four medium creatures can ride in the harness without squeezing. To make a melee attack against a target within 5 feet of the dragon, they must use vibrostaves or weapons with reach. Creatures in the harness have half-cover against attacks and effects from outside it. If the dragon dies, creatures in the harness are placed in unoccupied spaces within 5 feet of the dragon.

Ruff Spikes. When a creature tries to enter a space adjacent to a menagerie dragon, the dragon can use a reaction to prevent the move by flaring its many scales and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren’t within 5 feet of the dragon and takes 10 (3d6) kinetic damage from spikes.

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

Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the dragon.

Actions

Multiattack. The menagerie dragon uses its Frightful Presence. It then makes two attacks; one with its bite and one with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) kinetic damage plus 3 (1d6) acid damage.

Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) kinetic damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) kinetic damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

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

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

Reset Ruff Spikes. The dragon can use its ruff spikes as a reaction again before its next turn.

Tail. The dragon makes a tail attack.

Swift Bite (Costs 2 Actions). The dragon makes two bite attacks.



Milodon

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 90 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 21 (+5) 7 (-2) 16 (+3) 18 (+4)

  • Saving Throws Dex +3, Con +8, Wis +7
  • Skills Perception +7
  • Senses tremorsense 120 ft., darkvision 120 ft., passive Perception 17
  • Challenge 12 (8,400 XP)

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

Many-Eyed. The milodon has advantage on saving throws made against being blinded.

Overrun. When the milodon takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature’s space as difficult terrain. As it moves through the creature’s space, the milodon can make a claw attack as a bonus action.

Actions

Multiattack. The milodon makes one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) kinetic damage. On a hit, the target is grappled. A creature grappled in this way is restrained and can use an action on its turn to break free by succeeding on a DC 18 Strength (Athletics) check.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12+6) kinetic damage.

Legendary Actions

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

Move. The milodon moves up to half its ground speed.

Claws (2 actions). The milodon makes one claw attack.

Swallow (3 actions). The milodon makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and 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 milodon, and it takes 21 (6d6) acid damage at the start of each of the milodon's turns. If the milodon takes 30 damage or more on a single turn from a creature inside it, the milodon must succeed on a DC 15 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 milodon. If the milodon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.















Monolith

Huge aberration, chaotic dark


  • Armor Class 15 (natural armor)
  • Hit Points 137 (13d12 + 52)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 19 (+4) 8 (-1) 12 (+1) 7 (-2)

  • Saving Throws Str +10, Con +8, Wis +5, Cha +2
  • Damage Resistances necrotic, poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Sith, but cannot speak it
  • Challenge 11 (7,200 XP)

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

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

Unnatural Fortitude. If damage reduces the monolith to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the monolith drops to 1 hit point instead.

Actions

Multiattack. The monolith makes one bite attack and two slam attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12+6) kinetic damage and the target must make a DC 18 Constitution saving throw or have its speed halved until the end of its next turn.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) kinetic damage.

Frightful Roar. Each creature of the monolith's choice that is within 120 feet of the monolith and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monolith's Frightful Roar for the next 24 hours.


Monolith, Colossal

Gargantuan aberration, chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 279 (18d20 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 21 (+5) 8 (-1) 14 (+2) 7 (-2)

  • Saving Throws Str +13, Con +11, Wis +8, Cha +4
  • Damage Resistances necrotic, poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Sith, but cannot speak it
  • Challenge 18 (20,000 XP)

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

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

Regeneration. The monolith regains 15 hit points at the start of its turn. If the monolith takes lightning damage, this trait doesn't function at the start of the monolith's next turn. The monolith dies only if it starts its turn with 0 hit points and doesn't regenerate.

Unnatural Fortitude. If damage reduces the monolith to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is lightning or from a critical hit. On a success, the monolith drops to 1 hit point instead.

Actions

Multiattack. The monolith uses either its Frightful Roar or Siphon Energy if available, then makes one bite attack and two slam attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 33 (4d12+7) kinetic damage and the target must make a DC 18 Constitution saving throw or have its speed halved until the end of its next turn.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (4d10+7) kinetic damage.

Frightful Roar. Each creature of the monolith's choice that is within 120 feet of the monolith and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the monolith's Frightful Roar for the next 24 hours.

Siphon Energy (Recharge 6). Each creature of the monolith's choice that is within 120 feet of the monolith must succeed on a DC 20 Constitution saving throw. On a failure, a creature takes 13 (3d8) necrotic damage and is stunned until the start of the monolith's next turn. Additionally, the creature's hit point maximum is reduced by an amount equal to half the damage taken. This reduction lasts until the creature completes a long rest, or an improved restoration power is cast on it.





























Nashtah

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 46 (7d8 + 14)
  • Speed 30 ft., swim 50 ft.

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

  • Skills Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 3 (700 XP)

Ambusher. The nashtah has advantage on attack rolls against any creature it has surprised.

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

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

Tracking Venom. A creature hit by the Nashtah's bite or barbed tail is coated in a unique venom. The Nashtah always knows the location of this creature as long as it is on the same planet, and the venom lasts for 3d10 days.

Actions

Multiattack. The nashtah makes one attack with its bite and one attack with either its claws or its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage. The target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the nashtah can't bite another target

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target not grappled by the nashtah. Hit: 13 (2d8+4) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.



Ng'ok

Large aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+2) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Con +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Ng'ok
  • Challenge 5 (1,800 XP)

Limited Telepathy. The ng'ok can transmit simple messages and images to any creature within 120 ft. of it that can understand a language through the force. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Stench. Any creature other than a ng'ok that starts its turn within 5 feet of the ng'ok must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ng'oks for 1 hour.

Actions

Multiattack. The ng'ok makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The ng'ok has two claws, each of which can grapple one target.

Grapple Slam. The ng'ok slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) kinetic damage and be stunned until the end of the ng'ok's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.


Oggdo

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +8
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 12
  • Challenge 5 (1,800 XP)

Amphibious. The oggdo can breathe air and water.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) kinetic damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the Oggdo can't use its bite or tongue attack on another target.

Tongue. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 10 (3d6) acid damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, which can use a bonus action to make one bite attack against the target.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage, and the target must make a DC 15 Strength saving throw or be knocked prone.


Oggdo, Legendary

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 11 (+0) 14 (+2) 8 (-1)

  • Saving Throws Str +10, Con +10
  • Skills Athletics +10, Perception +6
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 16
  • Challenge 12 (8,400 XP)

Amphibious. The oggdo can breathe air and water.

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

Actions

Multiattack. The oggdo makes a tongue attack if available, then attacks using its bite or slam.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (5d8+6) kinetic damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the Oggdo can't use its bite or tongue attack on another target.

Tongue. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 13 (3d8) acid damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, which can use a bonus action to make one bite attack against the target.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) kinetic damage, and the target must make a DC 15 Strength saving throw or be knocked prone.


Pantran Whitefang

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d8 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +4, Stealth +7, Survival +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

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

Leaping Strike. If the whitefang moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the whitefang can make one bite attack against it as a bonus action.

Snow Hunters. The whitefang has advantage on Dexterity (Stealth) checks to hide while in snow.

Actions

Multiattack. The whitefang makes one claw attack and one bite attack.

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

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

























Pherin

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 20 ft., swim 40 ft.

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

  • Skills Stealth +3
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Amphibious. The pherin can breathe air and water.

Swamp Camouflage. The pherin has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The pherin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The pherin makes two attacks: one with its bite and one with its stone.

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

Stone. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d8+1) kinetic damage.


Phillak

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Athletics +5
  • Senses passive Perception 11
  • Challenge 2 (450 XP)

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

Charge. If the Phillak moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Phillak can immediately make another attack with its hooves against it as a bonus action.

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

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Reactions

Kickback. If a creature within 5 feet of the Phillak misses it with a melee attack, the Phillak can make one hoove attack against that creature.


Pierceskimmer

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 124 (13d12 + 39)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 17 (+3) 6 (-2) 13 (+1) 8 (-1)

  • Saving Throws Con +7, Wis +5
  • Skills Athletics +10, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 9 (5,000 XP)

Sharp Scales. A creature that touches the pierceskimmer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) kinetic damage.

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

Water-Breathing. The pierceskimmer can breathe only underwater.

Actions

Multiattack. The pierceskimmer makes two attacks: one with its impale and one with its tail slap.

Impale. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 32 (4d12+6) kinetic damage

Tail Slap. Melee Weapon Attack: +10 to hit, 10 ft., one target. Hit: 20 (4d6+6) kinetic damage.

Breach (1/rest). The pierceskimmer leaps out of the water to crash down onto a target with devastating effect. The pierceskimmer must move 30 feet in a straight line toward its target before jumping. When jumping, the pierceskimmer travels up to 30 feet through the air before landing. Any creature occupying the space where the pierceskimmer lands takes 50 (8d10 + 6) kinetic damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Constructs and structures are not immune to this attack.



Roggwart

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 15 (+2)

  • Saving Throws Str +9, Wis +6
  • Skills Athletics +9, Intimidation +6, Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Challenge 9 (5,000 XP)

Cybernetic Enhancements. Roggwarts are often modified with cybernetic augmentations. Roll a d6 or choose from the following options to determine what enhancements the roggwart has. It can have a maximum of two enhancements at a time and cannot change enhancements once chosen.

(1) Cranial Implants. The Roggwart's Intelligence score increases by 2, and it has advantage on Intelligence and Wisdom saving throws made against Tech or Force powers.

(2) Cybernetic Arm. The Roggwart's Strength score increases by 2, and it can innately cast the pressure crush tech power as a bonus action on its turn if it is grappling a Large or smaller creature. It's techcasting ability is Strength (save DC 17) and it's a 5th-level caster.

(3) Hydraulic Leg. The Roggwart's Dexterity score increases by 2, and it can leap up to 30 feet as a bonus action on its turn. When it lands it deals 5 kinetic damage to each creatures within 5 feet of where it lands.

(4) Exo-Skeleton. The Roggwart's Constitution score increases by 2, and it gains resistance to Kinetic and Energy damage from unenhanced weapons.

(5) Mechanized Tentacles. The Roggwart has four tentacles on its back. Each tentacle has an AC 10 and 5 hit points. The Roggwart gains a number of special reactions each round equal to the number of tentacles it still has. Once per turn when a creature enters the Roggwart's reach or moves 5 feet or greater while within its reach, it can make an opportunity attack against that creature using its tentacles.

(6) Tail Plating. The Roggwart can grapple creatures with its tail, and when it is grappling a creature with its tail, it can use a bonus action to slam the target into the ground. The target must succeed on a Strength saving throw (DC 17) or take 21(6d6) kinetic damage and be knocked prone. On a successful save, the target takes half damage. Once it has been slammed in this way, the target is no longer grappled.

Actions

Multiattack. The roggwart uses its Frightening Presence, then makes one bite attack and two claw attacks. If it has the Tail Plating enhancement, it can replace one of its claw attacks with a tail attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Frightening Presence. Each creature of the roggwart's choice that is within 120 feet of the roggwart 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, 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 roggwart's Frightful Presence for the next 24 hours.


Saava

Small plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 0 ft. (vines 20 ft., climb 20 ft.)

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

  • Skills Perception +4
  • Damage Immunities kinetic and energy damage from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone
  • Senses tremorsense 60 ft. (blind beyond this point), passive Perception 14
  • Challenge 2 (450 XP)

Grasping Vines (2/day). The saava can have up to three vines at a time. Each vine can be attacked (AC 10; 10 hit points; immunity to psychic and poison damage). A vine can also be broken if a creature takes an action and succeeds on a DC 12 Strength check against it. Destroying a vine in either way deals no damage to the saava, which can extrude a replacement vine on its next turn. The saava can do this a number of times equal to it's constitution modifier per day. Vines can extend up to 60 feet from the saava and have a movement speed of 20 ft., climb 20 ft.

Parasite Drain. When the saava deals necrotic damage to a creature, it gains temporary hit points equal to the damage dealt.

Rooted. The saava plant is rooted in place and cannot move.

Actions

Multiattack. The saava makes one attack for every vine it has.

Entangle. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d6+1) kinetic damage and the target is grappled (escape DC 12). While grappled in this way, the target is restrained and takes an additional 9 (2d8) necrotic damage at the start of its turn. Each vine can grapple only one creature at a time.


Scazz

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 1 (200 XP)

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

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

Actions>

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.

Leap Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 12). While the target is grappled in this way, it is considered restrained.


Sithspawn Hydra

Huge aberration, neutral dark


  • Armor Class 16 (natural armor)
  • Hit Points 138 (11d12 + 66)
  • Speed 30 ft., fly 60 ft.

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

  • Saving Throws Str +9, Con +10
  • Skills Perception +7
  • Damage Resistances kinetic and energy damage
  • Senses darkvision 60 ft., passive Perception 17
  • Challenge 10 (5,900 XP)

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

Reactive Heads. The hydra gets an extra reaction that can be used only for opportunity attacks.

Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the Sithspawn Hydra.

Two-Heads. The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the hydra's heads is asleep, its other head is awake.

Actions

Multiattack. The hydra can make four attacks: two with its bite, one with its claws, and one with its stinger.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
























VARIANT: Veerhydra

For a more legendary encounter, consider adding the following traits to the Hydra:

  • HP: The hydra's hit point maximum increases to 200 (16d12 + 96)
  • CR: The hydra's CR increases to 17 (18,000 XP)
  • Legendary Resistance (3/day).: If the hydra fails a saving throw, it can choose to succeed instead.
  • Reactive Heads: The hydra gets an extra reaction that can be used only for opportunity attacks (up to 3 instead of 2).
  • Three-Heads: The hydra has three heads instead of two.
  • Multiattack: The hydra makes three bite attacks instead of two. Additionally, it's melee weapon attacks have a +10 to hit instead of a +8.
  • Legendary: The hydra gains the following traits:

Legendary Actions: The Veerhydra 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 Veerhydra regains spent legendary actions at the start of its turn.

  • Move. The hydra can move up to its speed without provoking opportunity attacks.
  • Bite. The hydra makes one bite attack.
  • Stinger (2 actions). The hydra makes one stinger attack.
  • Frightful Roar (2 actions). Each creature of the Hydra’s choice that is within 120 feet of the hydra and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hydra’s Frightful Roar for the next 24 hours.


Sithspawn Spider

Large aberration, neutral dark


  • Armor Class 15 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 14 (+2) 14 (+2) 8 (-1)

  • Saving Throws Dex +9, Cha +3
  • Skills Perception +6
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  • Languages understands Sith but cannot speak it
  • Challenge 10 (5,900 XP)

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

Force Resistance. The sithspawn has advantage on saving throws against force powers and resistance to damage dealt by force powers.

Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the Sithspawn Spider.

Phasewalk. As a bonus action, the sithspawn spider becomes invisible and intangible. Attacking doesn’t end this invisibility. While invisible, the sithspawn spider has advantage on Dexterity (Stealth) checks and gains the following:

Damage Resistances: acid, cold, fire, lightning, sonic; kinetic and energy damage from unenhanced attacks

Condition Immunities: paralyzed, petrified, prone, restrained, stunned

The phasewalk ends when the spider chooses to end it as a bonus action or when the spider dies.

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

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

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

Actions

Multiattack. The sithspawn makes two bite attacks. It can make a ghostly snare attack in place of one of its bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Phasewalk, the spider’s bite and poison do half damage to targets that aren’t affected by Ghostly Snare.

Ghostly Snare. Ranged Weapon Attack: +9 to hit, range 40/160, one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except sithspawn spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).


Skungus

Medium plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 20 (3d8 + 6)
  • Speed 0 ft.

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

  • Skills Perception +3
  • Damage Vulnerabilities fire
  • Damage Resistances acid, poison
  • Damage Immunities kinetic and energy damage from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 120 ft. (blind beyond this range), passive Perception 13
  • Challenge 3 (700 XP)

Enlarge. When a creature comes within 5 feet of the skungus, it can enlarge itself in defense. When it does so, it becomes large in size. Creatures within 5 feet of it when it enlarges must make a DC 12 Dexterity saving throw or take 2 (1d4) kinetic damage and be pushed 5 feet away from the plant. On a success it takes no damage but is still pushed.

Reflective Shell. When a creature makes a ranged weapon attack against the skungus and the attack would deal 4 points of damage or fewer, it is reflected back at the attacker. The skungus makes a ranged weapon attack (+3 to hit) against the creature, dealing damage equal to the amount the skungus would have taken. The damage type is the same as the triggering attack.

Stench. Any creature that starts its turn within 5 ft. of the skungus must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the skungus' Stench for 24 hours.

Actions

Thorns. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (3d8+1) kinetic damage and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for one minute. On a success the creature takes half poison damage and is not poisoned.

Burst. The skungus explodes in a burst of acid and thorns in a 20 foot radius. Every creature in the area must succeed on a DC 12 Dexterity saving throw or take 13 (3d8) kinetic damage and 14 (4d6) acid damage. The affected area is considered difficult terrain for 1 minute and is coated in acid. Creatures that start their turn in the area or enter it for the first time time 1d6 acid damage.

Reactions

Death burst. When the skungus is reduced to one quarter or fewer of its hit points (5) or is forcibly moved from its space and hits another creature or object, it can use its reaction to explode with a Burst attack.


Sleen

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (3d10 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)

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

Trampling Charge. If the sleen moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sleen can immediately make another attack with its bite against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

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


Slyyyg

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 53 (7d8 + 21)
  • Speed 10 ft.

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

  • Saving Throws Str +7
  • Damage Resistances force
  • Damage Immunities fire, poison, acid
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge 5 (1,800 XP)

Slyyyg Slime. A creature that touches the slyyyg or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.

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

Actions

Multiattack. The slyyyg makes two ram attacks.

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

Toxic Sludge (Recharge 5 or 6). The slyyyg sprays toxic sludge in a 15 foot cone, coating everything in the affected area. The affected area is considered difficult terrain and lasts for 1d4 rounds. Creatures in the area and those that start their turn in it or enter it for the first time must make a DC 13 Constitution saving throw. On a fail, a creature takes 11 (2d10) acid damage and is poisoned for one minute. On a successful saving throw, a creature takes half damage and is not poisoned. Poisoned creatures can repeat the saving throw at the end of their next turn to end the effect. Once a creature succeeds on the saving throw, they cannot be poisoned in this way again for 24 hours.

"Have you figured out how to get slyyyg slime off your boots?"
"No! Lieutenant Tallus chewed me out for it during lineup."
"Nothing on the HoloNet about it either."
"Guess we're stuck then."
"[sigh]"

―Two stormtroopers complain about slyyyg slime


Splox

Small beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 4 (-3)

  • Skills Stealth +4
  • Senses passive Perception 9
  • Challenge 1/4 (50 XP)

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

Actions

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

Reactions

Contort. If a creature makes a melee attack roll against the splox, it can use its reaction to add 3 to its AC until the start of its next turn, including the triggering attack. If the attack misses, the next attack roll an ally of the splox makes against that target has advantage, and the splox can immediately move 5 feet away from the creature without provoking opportunity attacks. If the attack hits, the splox cannot move, and its speed is reduced to 0 until the end of its next turn.



Thevaxan Marauder

Gargantuan beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 231 (14d20 + 84)
  • Speed 60 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 9 (-1) 22 (+6) 2 (-4) 11 (+0) 10 (+0)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 15 (13,000 XP)

Siege Monster. The thevaxan marauder deals double damage to objects and structures.

Actions

Multiattack. The marauder makes one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 34 (4d12+8) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the thevaxan marauder moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the thevaxan marauder can’t bite another target.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 22 (4d6+8) kinetic damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit 21 (3d8+8) kinetic damage.

Frightening Presence. Each creature of the thevaxan marauder’s choice that is within 120 feet of the marauder and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the marauder’s Frightful Presence for the next 24 hours.

Legendary Actions

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

Move. The marauder moves up to half its speed.

Roar. The marauder uses its frightful presence.

Tail Attack (2 actions). The marauder makes one tail attack.



Tolaran Ice Drake

Large beast, neutral dark


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., swim 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Str +7, Dex +8, Con +6
  • Skills Acrobatics +8, Athletics +8, Perception +4, Stealth +9
  • Damage Vulnerabilities fire
  • Damage Immunities cold
  • Condition Immunities paralyzed, prone, unconscious
  • Senses darkvision 60 ft., tremorsense 120 ft. on ice, passive Perception 14
  • Languages
  • Challenge 6 (2300 XP)

Ice Drake Fever. A creature infected with this disease by an Ice Drake's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured.

Skittering Skater. Ice Drakes suffer no penalty from difficult terrain on ice and are immune to the effects of the oil slick power.

Snake Belly. When lying with its sensitive stomach on the ice, an ice drake can sense approaching creatures by the vibrations they cause, granting tremorsense.

Actions

Multiattack. The Ice Drake makes one bite attack, one claw attack, and one constrict attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage. The target must succeed on a DC 14 Constitution saving throw or contract Ice Drake Fever.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) kinetic damage.

Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the Ice Drake can constrict only this target.


Vixian Mauler

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 20 (+5) 4 (-3) 12 (+1) 7 (-2)

  • Saving Throws Con +11, Wis +7, Cha +4
  • Skills Perception +7
  • Condition Immunities blinded
  • Senses blindsight 120 ft., passive Perception 17
  • Challenge 17 (18,000 XP)

Fury. When the mauler is reduced to one quarter of its max hit points (57) it gains the following benefits: it's slam attacks deal an additional damage die of damage, it becomes immune to the charmed and frightened conditions and ends any such effects currently on it, and gains 30 temporary hit points.

Siege Monster. The vixian mauler deals double damage to objects and structures.

Actions

Multiattack. The vixian mauler uses its Frightening Roar, then makes three attacks with its slam.

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

Fierce Swipe (Recharge 5 or 6). The mauler swipes with its claw with force-enhanced power, affecting a 30-foot cone. Each creature in the area that can cast force powers must make a DC 18 Wisdom or Charisma saving throw (their choice) or be silenced until the end of the mauler's next turn. A silenced creature is unable to cast force powers, and any attempt results in the power failing. Additionally, creatures within 10 feet of the mauler must make a DC 18 Dexterity saving throw or take 16 (2d8+7) kinetic damage.

Frightening Roar. Each creature of the Vixian Mauler’s choice that is within 120 feet of the mauler and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the mauler’s Frightful Roar for the next 24 hours.

Legendary Actions

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

Leap. The mauler leaps up to 40 feet towards a hostile creature.

Slam. The mauler makes one slam attack.

Force Breach (costs 2 actions). The mauler uses its Fierce Swipe ability if it is available.






















































































Vorantikus

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Str +10, Con +8, Wis +6
  • Skills Athletics +10
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses darkvision 120 ft., blindsight 20 ft., passive Perception 15
  • Languages Understands Voss and Gormak but cannot speak them
  • Challenge 11 (7,200 XP)

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

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

Tech Resistance. The vorantikus has advantage on saving throws against tech powers.

Actions

Multiattack. The vorantikus makes three attacks: two with its claws and one with its slam.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) kinetic damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Ground Pound (Recharge 5 or 6). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) kinetic damage. Additionally, any creature within 20 feet of the target must make a DC 18 Strength saving throw or take 13 (3d8) force damage and be knocked prone. On a successful save, a creature takes half damage and is not knocked prone.


Vrblther, Alpha

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Con +5
  • Skills Athletics +7, Perception +5
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages
  • Challenge 5 (1800 XP)

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

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

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

Aura of Bloodthirst. If the Alpha isn't incapacitated, any other vrblther can make a melee attack as a bonus action while within 20 feet of the alpha.

Actions

Multiattack. The Alpha makes three attacks; two with its claw attack and one with its tusk attack.

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

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


Vrblther, Juvenile

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Athletics +4, Perception +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

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

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

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

Actions

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

PART III

Droid Shop














DK-27 Guardian Droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 67 (9d8 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 13 (+1) 15 (+2) 7 (-2)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 3 (700 XP)

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

Actions

Multiattack. The guardian droid makes two weapon attacks.

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage

Blaster Cannons. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 11 (2d6 + 4) energy damage.

Blaster Cannon Volley. The guardian droid sprays a 15-foot-cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Reactions

Deflector Shields. The guardian droid uses its reaction and adds 3 to its AC against one attack that would hit it. To do so, the guardian droid must see the attacker.





























EPHEMERIS Series Droid

Medium droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 20 (+5) 15 (+2) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Str +2, Dex +8, Con +5
  • Skills Acrobatics +8, Stealth +8
  • Damage Vulnerabilities ion
  • Damage Resistances poison, necrotic, psychic; kinetic and energy from unenhanced weapons
  • Condition Immunities poisoned, charmed, frightened, exhaustion
  • Senses passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 8 (3,900 XP)

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

Defensive Protocols. The droid can make an opportunity attack when a creature enters its reach.

Onslaught. As a bonus action, the droid can make a shove attack.

Actions

Multiattack. The EPHEMERIS Droid makes three weapon attacks with its arm blades.

Arm Blades. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) kinetic damage

Whirlwind. The ephemeris droid whirls its arm blades in a great arc. Every creature within 10 feet of the droid takes 16 (3d10) kinetic damage, or half damage with a successful DC 16 Dexterity saving throw.

Reactions

Parry. The droid uses its reaction and raises its AC by 3 against one melee attack that would hit it. To do so, the droid must be able to see the attacker and must be wielding a melee weapon.


Fabrication Martial Droid

Medium droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 14 (+2) 11 (+0) 7 (-2)

  • Skills Technology +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 7 (2,900 XP)

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

Tech Resistance. The fabrication droid has advantage on saving throws made against tech powers and effects.

Actions

Multiattack. The droid uses its Shoulder Missiles if they are available, then makes two weapon attacks with either its arm blade or arm cannon.

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

Arm Cannon. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 17 (2d12+4) energy damage.

Arm Cannon Volley. The fabrication droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 16 Dexterity saving throw, taking normal weapon damage on a failed save.

Shoulder Missiles (3/day). The droid shoots 4 explosives from its shoulder launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.



































GEMINI Conspirator Droid

Medium droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 20 (+5) 12 (+1) 9 (-1)

  • Saving Throws Str +10, Int +10, Wis +6
  • Skills Athletics +10, Deception +4, Insight +6, Lore +10, Perception +6, Technology +10
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic and energy from unenhanced weapons
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Binary
  • Challenge 13 (10,000 XP)

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

Iokath Superiority. The GEMINI droid deals an extra die of damage on weapon attacks. (Included)

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

Memory Override. If the GEMINI droid is reduced to 0 hit points it can attempt to transfer its consciousness to a nearby computer or droid. If the target is a non-GEMINI series droid within 60 feet of it, the target must succeed on an Intelligence saving throw against the GEMINI droid's Tech save DC or have its body controlled by the GEMINI droid. If the target is conscious, it makes this saving throw with advantage. On a failure, the GEMINI droid assumes control of the body and the host's consciousness is aware but unable to control its body. At the end of 24 hours, it can repeat the saving throw one more time. On a failure, it is erased permanently. While in control of the host body, the original GEMINI droid's body is inert and cannot be awoken. The GEMINI assumes the statistics of the host body, but retains its Intelligence, Wisdom, and Charisma scores. It retains its alignment and features. If the host body has any class levels, it cannot use those features. If the target is another GEMINI droid or computer system, the saving throw is made at disadvantage. On a successful saving throw or if there is no other droid or computer to upload its memory too, the GEMINI droid dies.

Onslaught. If the GEMINI droid hits the same target with at least two techstaff attacks, it can make another techstaff attack as a bonus action against the same target.

Techcasting. The GEMINI droid is a 11th-level techcaster. Its techcasting ability is Intelligence (power save DC18, +10 to hit with tech attacks) and it has 27 tech points. The GEMINI droid knows the following tech powers:

At-will: electroshock, encrypted message, ionic strike, minor hologram
1st-level: absorb energy, holographic disguise, repair droid, target lock
2nd-level: mirror image, translocate
3rd-level: scramble interface, tactical advantage, tech override
4th-level: holding cell
5th-level: mislead, override interface
6th-level: carbonite

Tech Resistance. The GEMINI droid has advantage on saving throws against tech powers and effects.

Actions

Multiattack. The GEMINI droid makes three techstaff attacks or one weapon attack and casts one at-will tech power.

Techstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4+5) kinetic damage.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 11 (2d8+2) kinetic damage.

Legendary Actions

The GEMINI Conspirator Droid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The GEMINI Conspirator Droid regains spent legendary actions at the start of its turn.

Move. The GEMINI droid can move up to its speed without provoking opportunity attacks.

At-Will. The GEMINI droid casts an at-will power.

Techstaff. The GEMINI droid makes one attack with its Techstaff.

Whirlwind (Costs 3 actions). The GEMINI droid whirls through the area, attacking up to 5 enemies within a 30 foot radius of it. It makes techattacks against all targets, dealing 10 (2d4+5) kinetic damage on a hit to each target. At the end of this attack, the GEMINI droid chooses an unoccupied space it can see within 5 feet of one of the targets to land in.


GEMINI Series Droid

Medium droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 20 (+5) 12 (+1) 9 (-1)

  • Saving Throws Int +7, Wis +3
  • Skills Lore +7, Perception +3, Technology +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 4 (1,100 XP)

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

Eternal Hive. GEMINI share a Hive Mind and use an encrypted frequency to communicate with members of the hive. The GEMINI's hive mind communication has a range of 1 mile and is extended by this amount as long as there is a member of the hive within range.

Techcasting. The GEMINI droid is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC16, +8 to hit with tech attacks) and it has 15 tech points. The GEMINI droid knows the following tech powers:

At-will: electroshock, ionic strike, minor hologram, poison spray
1st-level: absorb energy, repair droid, target lock
2nd-level: magnetic field, mirror image, translocate
3rd-level: tactical advantage

Tech Resistance. The GEMINI droid has advantage on saving throws against tech powers and effects.

Actions

Multiattack. The GEMINI droid makes two attacks, with either its Repulsor Matrix or Bash attacks.

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

Repulsor Matrix. Ranged Tech Attack: +7 to hit, range 30/120, one target. Hit: 8 (1d6+5) energy damage and 7 (2d6) ion damage.

Matrix Overload (Recharge 6). The GEMINI droid emits a wave of accumulated matrix energy in a 15 foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 10 (3d6) energy damage and 10 (3d6) ion damage on a failed save, or half as much on a successful one. On a failed save the creature's speed is halved until the end of its next turn.

GEMINI Series

The GEMINI were sentient droids linked in a hive mind who operated the massive Eternal Fleet. Designed on Iokath by Iokath creators, the GEMINI captains commanded the Eternal Fleet warships through the shared GEMINI frequency, which allowed their consciousness to persist even when the droid body was destroyed. During the Iokath civil war the engineers abandoned the Eternal Fleet and the GEMINI droids in Wild Space to save their lives, where they were eventually discovered by Sith Emperor Vitiate, who brought the Fleet under his control and used it to establish the Eternal Empire of Zakuul, issuing commands to the GEMINIs from the Eternal Throne.

Through the GEMINI frequency, the GEMINI droids shared their thoughts, reactions, instincts and pain, with each GEMINI's destruction experienced by all of her sisters. However, the destruction of a GEMINI's physical body did not end its existence, as the droid's consciousness was absorbed into the hive mind through the GEMINI frequency. The consciousness remained in the hive mind, waiting until a new chassis became available. This way, the GEMINI continued to exist for as long as at least one unit remained operational.

SCORPIO SANCTIONS

SCORPIO was an advanced artificial intelligence designed for heuristic self-improvement by Master Designer Vel Jyc Boer on Iokath in the years before a civil war broke on the artificial world and caused its engineers to abandon their creations in Wild Space in an attempt to save their lives. SCORPIO was eventually discovered and used as a mindless droid for over 150 years, after which her continued self-improvement granted her true sentience.

Entering into a partnership with the Star Cabal, she willingly became the guardian of Megasecurity Ward 23 on Belsavis in return for access to rare technology. Over centuries she gained access to systems of the Republic's Belsavis prison as SCORPIO Sanctions, disengaged from her droid body, until being discovered and fitted with restraining hardware by Imperial Intelligence agent Cipher Nine when they broke into the Megasecurity Ward seeking information on the Cabal.













































































Guardian NS-55 Enforcer

Large droid, unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 94 (11d10 + 33)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 13 (+1) 15 (+2) 7 (-2)

  • Saving Throws Str +5, Con +6
  • Skills Athletics +5, Perception + 5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 5 (1,800 XP)

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

Tech Resistance. The droid has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The droid makes two weapon attacks.

Bash. Melee Weapon Attack: +5 to hit, reach 5, one target. Hit: 9 (2d6 + 2) kinetic damage.

Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 11 (2d6 + 4) energy damage.

Blaster Cannon Volley. The guardian droid sprays a 15-foot-cube area within normal range with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking normal weapon damage on a failed save.

Retrieval Hook. The Enforcer Droid shoots a tethered rope from its arm up to 60 ft. towards a creature of its choice. The creature must succeed on a Strength saving throw or be pulled 30 ft. towards the droid. If the creature lands within 5 ft. of the droid, it can immediately make one Bash attack as a bonus action.

Reactions

Repulsing Blast. (Recharge 5 or 6) When a hostile creature within 5 ft. of the Enforcer Droid makes a melee or ranged attack against it, it can use its reaction to detonate a repulsing blast of force. All medium or smaller creatures and objects within 5 ft. must make a DC 14 Strength saving throw. On a failed save, affected creatures are pushed back up to 20 ft. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.


Haxion Brood Bounty Droid

Large droid, chaotic balanced


  • Armor Class 16 (armor plating)
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft.

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

  • Saving Throws Str +11, Dex +5
  • Skills Athletics +8, Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Binary
  • Challenge 7 (2,900 XP)

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

Force Resistance. The bounty droid has advantage on saving throws against force powers and other force effects.

Tech Resistance. The bounty droid has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The bounty droid uses its Charge if it is available, then makes two attacks: two slam attacks or two wristblaster attacks, or one of each.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Wristblaster. Ranged Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8+2) kinetic damage.

Charge (Recharge 4-6). The bounty droid charges forward in a 30-foot line. Any creatures in the line must make a DC 16 Dexterity saving throw or take 27 (4d10+5) kinetic damage and be knocked prone. On a success, a creature takes half damage and isn't knocked prone. This movement does not provoke opportunity attacks.

Electronet (1/Day). Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: 7 (2d4+2) lightning damage, and the target is restrained for one minute. At the start of each of the creature's turns, it takes another 7 (2d4+2) lightning damage. A creature can use its action to make a DC 16 Strength (Athletics) check to break the net.

"Oh, you're in trouble."

-Daschorb, Haxion Brood Bounty Droid, while hunting the rogue jedi Cal Kestis on the planet Zeffo




























































M1 Series War Droid

Medium droid, lawful light


  • Armor Class 16 (armor plating)
  • Hit Points 128 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 17 (+3) 16 (+3) 12 (+1) 14 (+2)

  • Saving Throws Str +5, Int +7
  • Skills Perception +5, Persuasion +6, Technology +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic and energy from unenhanced weapons
  • Condition Immunities poisoned, disease
  • Senses passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 11 (7,200 XP)

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

Tech Resistance. The M1 Droid has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The M1 Droid uses either its Flamethrower, Fragmentation Grenade, Grappling Hook, or Shoulder-Mounted Rockets; it then makes one blaster attack.

Blaster Rifle. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 13 (2d8+4) energy damage.

Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) kinetic damage.

Flamethrower (3/day). The M1 Droid sprays fire in a 10-foot cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) fire damage, or half as much damage on a success.

Fragmentation Grenade (3/day). The M1 Droid throws a grenade at point it can see within 150 feet. Each creature within 10 feet of that point must succeed on a DC 16 Dexterity saving throw or take 17 (5d6) kinetic damage. On a success, a creature takes half damage.

Grappling Hook. The M1 Droid shoots a tethered rope from its arm up to 60 ft. towards a creature of its choice. The creature must succeed on a Strength saving throw or be pulled 30 ft. towards the droid. If the creature lands within 5 ft. of the droid, it can immediately make one Bash attack as a bonus action.

Shoulder-Mounted Rockets (1/day). The M1 Droid fires missiles as two points it can see within 90 feet. Each creature within 5 feet of the points must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) kinetic damage and 14 (4d6) fire damage and be pushed back 5 feet. On a success, a creature takes half damage. A creature in the area of more than one rocket is affected only once.

Reactions

Leadership (1/rest). The M1 Droid can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the M1 Droid. A creature can benefit from only one Leadership die at a time.

Prototype Power Core (3/day). When an attacker that it can see hits it with an attack, the M1 Droid can use its reaction to halve the attack’s damage against it.


















































R8 Series Artillery Droid

Large droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 16 (+2) 13 (+1) 7 (-2)

  • Saving Throws Dex +9, Con +8, Cha +2
  • Skills Perception +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 15
  • Languages Binary
  • Challenge 9 (5,000 XP)

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

Multi-Legged. The R8 Droid has advantage on saving throws and ability checks against being knocked prone.

Plume of Flame. If on the R8 Droid's turn a creature that has failed its Strength saving throw against the Ion Cloud is standing in the area of the cloud, the R8 Droid can use a bonus action to use its Incinerate ability.

Tech Resistance. The R8 Droid has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The R8 Droid makes three forward cannon attacks.

Forward Cannon. Ranged Weapon Attack: +9 to hit, range 100/400, one target. Hit: 18 (2d12+5) ion damage.

Incinerate. The R8 Droid sprays fire in a 10-foot cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) fire damage, or half as much damage on a success.

Ion Cloud (Recharge 6). The R8 Droid emits a wave a ionic residue centered around itself in a 15-foot radius that moves with it. The cloud lasts for 1 minute or until a wind of moderate speed or greater (10 miles per hour) disperses it. For its duration, the area is difficult terrain for creatures other than the R8 Droid, and ranged weapon attacks made by creatures other than the R8 Droid that deal kinetic, energy, or ion damage and pass through the cloud are made with disadvantage. A creature that enters the cloud for the first time on its turn or starts its turn there must succeed on a DC 16 Strength saving throw or have its movement speed reduced to 0 until the start of its next turn.

Reactions

Shockwave. When a hostile creature within 5 ft. of the R8 Droid makes a melee or ranged attack against it, it can use its reaction to detonate a repulsing blast of force. All medium or smaller creatures and objects within 5 ft. must make a DC 16 Strength saving throw. On a failed save, affected creatures are pushed back up to 20 ft. If at the end of this movement the creature or object strikes another creature or object, they both take 1d4 kinetic damage.


S-R6 Assassin Droid

Medium droid, chaotic balanced


  • Armor Class 18 (armor plating)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 15 (+2) 16 (+3) 15 (+2)

  • Saving Throws Dex +8
  • Skills Acrobatics +10, Athletics +7, Insight +8, Perception +8, Stealth +10, Survival +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Binary
  • Challenge 14 (11,500 XP)

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

Ambusher. In the first round of a combat, the assassin droid has advantage on attack rolls against any creature it has surprised.

Assassinate. During its first turn, the assassin 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.

Droid Synergy (1/turn). S-R6 deals an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of S-R6 that isn't incapacitated.

Legendary Resistance. (3/day) If S-R6 fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The S-R6 Droid makes one attack with its Nightsinger Rifle or two melee weapon attacks.

Nightstinger Rifle. Ranged Weapon Attack: +10 to hit, range 100/400, one target. Hit: 11 (1d12 + 5) energy damage. When the droid makes a ranged attack with its Nightstinger rifle while hidden, it does not automatically reveal its presence. Make a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the SR-6 droid remains hidden.

Stock Strike. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.

Reactions

Reactive Shield. As a reaction, S-R6 activates a shield when targeted by an attack. Until the start of its next turn, the droid has a +5 bonus to AC. This includes the triggering attack.

Legendary Actions

The S-R6 Droid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The S-R6 Droid regains spent legendary actions at the start of their turn.

Attack. The assassin droid makes one weapon attack.

Detect. The assassin droid makes a Wisdom (Perception) check.

Rocket Boost. The assassin droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

PART IV

Galaxy's Most Wanted











Dark Side Spectre

Medium undead, neutral dark


  • Armor Class 14 (17 with Battle Precognition)
  • Hit Points 110 (13d8 + 52)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 18 (+4) 11 (+0) 16 (+3) 18 (+4)

  • Saving Throws Dex +8, Wis +7, Cha +8
  • Damage Resistances acid, fire, lightning, sonic; kinetic and energy from unenhanced weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages understands any it knew in life
  • Challenge 11 (7,200 XP)

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

Tomb Bound. The spectre is bound to the area it defends. It can’t move more than 100 feet from the place it is bound to protect.

Withering Miasma. A creature that starts its turn within 5 feet of the spectre must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.











Forcecasting. The spectre is a 9th level forcecaster. Its forcecasting ability is Charisma (spell save DC 16, +8 to hit with force attacks). The spectre knows the following force powers and has 54 force points:
At-will: enfeeble, force disarm, shock
1st level: battle precognition, wound
2nd level: darkness, animate weapon
3rd level: horror, plague, sever force
4th level: drain life
5th level: improved force scream

Actions

Multiattack. The spectre makes two spectral rend attacks.

Spectral Rend. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.












Dashade Force Devourer

Medium humanoid (dashade), lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 19 (+4) 9 (-1) 14 (+2) 17 (+3)

  • Saving Throws Str +9, Con +7, Wis +5
  • Skills Athletics +9, Intimidation +6
  • Damage Resistances necrotic
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, Dashadi
  • Challenge 9 (5,000 XP)

Brutal Strength. The dashade deals one extra die of damage with its attacks (included), and scores a critical hit on a roll of a 19 or 20.

Consume Essence. When the dashade reduces a creature to 0 hit points, it regains a number of hit points equal to half the damage dealt rounded down (minimum 1). If the creature posesses the ability to cast force powers, the number of hit points regained equals the total amount of damage dealt.

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

Actions

Multiattack. The dashade makes two attacks with its vibroblade.

Vibroblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) kinetic damage plus 3 (1d6) necrotic damage.

Withering Grasp. The Dashade attempts to devour the force energy of a creature it can see within 60 feet. The creature must succeed on a DC 15 Charisma saving throw or take 36 (8d8) necrotic damage. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A creature that possess the ability to cast force powers makes this save at disadvantage. On a success, a creature takes half damage. The aging effect can be reversed with an Improved Restoration power, but only within 24 hours of it occurring.

Frightening Presence (1/day). Each creature of the dashade's choice that is within 60 feet of the dashade and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Bear Pain (3/day). When the dashade is hit by an attack, it can use its reaction to reduce the damage dealt by an amount equal to 1d12+4.











































Elite Hunter

Medium humanoid (any), chaotic balanced


  • Armor Class 17 (composite armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 30 ft., climb 30 ft.

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

  • Saving Throws Dex +7, Con +9, Wis +6
  • Skills Perception +10, Stealth +11, Survival +10
  • Damage Resistances cold; kinetic and energy from unenhanced weapons
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Galactic Basic, Huttese, and one other
  • Challenge 10 (5,900 XP)

Stealth Field Generator. The hunter can use a bonus action to become invisible. Any equipment the hunter wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the hunter makes an attack roll or is hit by an attack.

Tech Resistance. The hunter has advantage on saving throws against tech powers and other tech effects.

Actions

Venomous Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4+6) kinetic damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augmented Bowcaster. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 14 (2d10+3) kinetic damage, plus one of the following effects:

1. Acid The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.

2. Blindness (1/Day) The target takes 5 (1d10) necrotic damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the hunter's next turn.

3. Concussion The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) sonic damage on a failed save, or half as much damage on a successful one.

4. Entanglement The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of electromesh webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an Elite Hunter that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.

5. Paralysis (1/Day) The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Tracking For the next 24 hours, the hunter knows the direction and distance to the target, as long as it's in the same sector. If the target is on a different planet, the hunter knows which one, but not the exact location there.

Reactions

Explosive Retribution. When it is reduced to 15 hit points or fewer, the elite hunter causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) sonic damage on a failed save, or half as much damage on a successful one. This explosion destroys the elite hunter, its venomous vibrodagger, and its augmented bowcaster.


















































Emperor's Wrath

Medium humanoid (any), neutral dark


  • Armor Class 18 (composite armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 18 (+4)

  • Saving Throws Str +11, Con +8, Wis +7
  • Skills Athletics +11, Insight +7, Intimidation +9, Perception +7, Survival +7
  • Damage Resistances fire, lightning, poison
  • Condition Immunities charmed, disease, frightened
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Sith, Twi'lek, Talzzi
  • Challenge 13 (10,000 XP)

Forcecasting. The Emperor's Wrath is an 10th-level forcecaster. Its forcecasting ability is Charisma (power save DC 17, +9 to hit with force attacks) and it has 44 force points. The Emperor's Wrath knows the following force powers:

At-will: affect mind, force disarm, force push/pull, mind trick, saber reflect, saber throw, saber ward
1st-level: burse of speed, disperse force, fear, force jump, force propel
2nd-level: battle meditation, force throw, rescue, stun
3rd-level: choke, force repulse, force scream, knight speed, sever force
4th-level: dominate beast, force immunity, freedom of movement
5th-level: dominate mind, improved force scream, telekinesis

Force-Empowered Strikes. The wrath deals an additional 2d8 necrotic damage when it attacks with its lightsabers (included).

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

Fury of the Emperor. When the wrath is reduced to half its max hit points (75) it gains resistance to kinetic and energy damage from unenhanced weapons. Additionally, whenever the wrath hits a creature with an attack, the next attack it makes against that creature has advantage, and that creature provokes opportunity attacks from the wrath even if it uses the disengage action. Finally, creatures provoke opportunity attacks when they enter the wrath's reach.

Jar'kai Assault. The wrath can enter a defensive stance as a bonus action that lasts until the start of its next turn. When it does so, it can make an additional 5 opportunity attacks without using its reaction, and can make opportunity attacks against any creature that moves more than 5 feet while within its reach.

The Way of the Acklay (1/day). The wrath can enter this destructive stance as a bonus action. When the wrath deals damage, it adds 3 to its damage rolls. Additionally, when it hits a creature, it can move up to 5 feet without provoking opportunity attacks. This stance lasts for one minute.

Twin Strike (4/day). Once per turn when the wrath misses with a melee weapon attack, it can make another melee weapon attack against the same target, no action required.

Actions

Multiattack. The Emperor's Wrath uses either its Mad Dash if it is available or casts an at-will power and then makes two lightsaber attacks.

Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) energy damage plus 9 (2d8) necrotic damage.

Mad Dash (Recharge 5 or 6). The wrath rushes up to 30 feet to an unoccupied space it can see without provoking opportunity attacks. Each creature within 5 feet of its path must make a DC 18 Dexterity saving throw. On a failure, a creature takes the Wrath's normal lightsaber damage. On a success, a creature takes half damage.

Revan

"Savior, conqueror, hero, villain. You are all things, Revan… and yet you are nothing. In the end, you belong to neither the light nor the darkness. You will forever stand alone."

―Darth Malak

Revan—renowned as the Revanchist, reviled as Revan the Butcher, worshiped as the Revan, dreaded as the Dark Lord of the Sith Darth Revan, and praised as the Prodigal Knight—was a human male who played pivotal roles as both Jedi and Sith in the Mandalorian Wars, Jedi Civil War, and Great Galactic War.

Believed to have been born around 3994 BBY in the Outer Rim Territories, the child later known as Revan was found by the Jedi Order and apprenticed to the Jedi Master Kreia. The Padawan had an insatiable hunger for knowledge and soon became the Jedi's most promising pupil. Alongside his friend Malak, he became a Jedi Knight and a vocal and charismatic critic of the Order's inactivity in the ongoing Mandalorian Wars between the Galactic Republic and the Mandalorian Neo-Crusaders. In defiance of the Jedi Council, the Knight took upon the name Revan and started the Revanchist movement to combat the Mandalorians as the Republic Military's Supreme Commander. Revan and his forces gradually pushed back the Mandalorians, saving countless worlds at the price of devastating moral compromises and the embrace of dark side practices. On Malachor V, Revan defeated the Mandalorian leader Mandalore the Ultimate in single-combat and ordered the activation of the Mass Shadow Generator superweapon, destroying both armies and the planet but winning the war in the process.

Fall to the Dark Side

Revan and Malak, now hailed as the greatest of heroes, vanished into the Unknown Regions to investigate a mysterious Sith influence behind the war. They discovered a hidden Sith Empire and fell under the thrall of the Sith Emperor Vitiate. Vitiate directed the newly anointed Darth Revan and Darth Malak to find the mystical Star Forge to escalate plans of a galactic invasion, but the pair broke free from his mind control and used the Star Forge for themselves—creating their own Sith Empire and a fleet of warships. Intent on unifying the galaxy to destroy the lurking Sith menace, they returned to the galaxy as conquerors and battled the Jedi and the Republic in the resultant Jedi Civil War.

Revan almost succeeded, but Malak usurped the throne and fired aboard his flagship during a Jedi ambush led by Bastila Shan. Revan nearly died, but Bastila healed him and took him before the surviving Jedi for judgment.

Return to the Light

The Jedi Council used their powers to wipe Revan's mind and soon retrained him as a Jedi. Alongside Bastila and newfound companions, Revan was tasked to relocate the Star Forge—the heart of Darth Malak's Sith Empire.

Across his journey, Revan picked up more allies and fell in love with Bastila, but they were eventually intercepted by Malak’s flagship. Malak revealed to Revan his true identity as the former Dark Lord, then captured and corrupted Bastila to the dark side. Revan escaped and, in a last stand, led the remaining Republic fleet against the Star Forge, redeemed Bastila back to the light side, and killed Malak in battle, destroying the Sith Empire he created.

Crusade Against the Emperor

Revan married Bastila and sank into obscurity until mysterious visions from his past led him to rediscover Vitiate's Sith Empire. Alongside his former protégé Meetra Surik, also known as the Jedi Exile, and the Sith Lord Scourge, Revan attempted to assassinate the Emperor. However, Scourge betrayed the pair, killing Meetra and helping Vitiate imprison Revan.

Kept in stasis for three-hundred years, Revan waged telepathic war against the Emperor, tempering his hate and stalling his invasion at terrible cost to his own psyche. Revan was eventually freed by Republic forces and took control of the Foundry space station to construct an army of extermination droids against the Empire, but he was foiled and killed by an Imperial strike team. However, his centuries of anguish had splintered his mind and, although his lighter half became one with the Force, his darker half rejected death and resolved to destroy Vitiate.

The Emperor's spirit hibernated in an ancient temple, so Revan planned to resurrect Vitiate to a physical form to permanently destroy him. A coalition of Imperial and Republic forces, fearing that Revan's meddling would only bring untold destruction, united with Revan's light side spirit to defeat him on Yavin 4. Though the Emperor still reawakened and escaped to the galaxy at large, the two halves of Revan merged together in peace and died a final death.



































Force Crusader

Medium humanoid, neutral balanced


  • Armor Class 19 (fiber armor, two-weapon fighting)
  • Hit Points 281 (33d8 + 132)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 19 (+4) 18 (+4) 22 (+6) 22 (+6)

  • Saving Throws Dex +13, Con +11, Wis +13, Cha +13
  • Skills Acrobatics +13, Insight +13, Intimidation +13, Lore +11, Peception +13, Persuasion +13
  • Damage Resistances psychic; kinetic and energy damage from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses truesight 30 ft., passive Perception 23
  • Languages Galactic Basic, Sith, Mando'a, Twi'leki, Shryiiwook, Binary, Huttese, Rakatan, Selkath
  • Challenge 24 (62,000 XP)

Force-Empowered Strikes. The Force Crusader deals an additional 2d8 force damage when it hits with a weapon attack (included).

Force Harmony. When a creature makes a force attack roll against the Crusader of either light or dark, the caster must make a Wisdom or Charisma saving throw (its choice) against the Crusader's Force save DC. On a failed save, the caster must choose a new target or lose the power.

Forcecasting. The Force Crusader is a 17th-level forcecaster. Its forcecasting ability is either Charisma or Wisdom (its choice) (power save DC 21, +13 to hit with force attacks) and it has 57 force points. The Force Crusader knows the following force powers:

At-will: burst, force push/pull, saber reflect, shock, turbulence
1st-level: burst of speed, phasestrike, sap vitality, tremor
2nd-level: animate weapon, drain vitality, force throw, phasewalk
3rd-level: convulsion, force lightning, knight speed, sever force, telekinetic storm
4th-level: drain life, force immunity, shocking shield
5th-level: improved phasestrike, siphon life, stasis
6th-level: force chain lightning, telekinetic burst
7th-level: force lightning cone, whirlwind

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

Force Resonance. As a bonus action when its hitpoints get below half (140), the Crusader gains temporary hit points equal to the number of hostile creatures within 120 feet of it x 10.

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

Two-Weapon Fighting. The Force Crusader can add it's ability modifier to the damage of its offhand attack. Additionally, it gains a +1 to AC while two-weapon fighting, and can make two weapon attacks when it makes an opportunity attack.

Warcaster. The Force Crusader has advantage on concentration checks to maintain powers. Additionally, when a creature provokes an opportunity attack, the Force Crusader can cast a power instead of making an attack, as long as the power has a casting time of one action and only targets that creature.

Actions

Multiattack. The crusader uses its Malevolent Force Bond if available, then makes three lightfoil attacks or makes one attack and casts one force power.

Lightfoil. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) energy damage plus 7 (2d8) force damage.

Malevolent Force Bond (Recharge 5 or 6). The Crusader chooses two creatures it can see and creates a force bond between them. Both creatures must succeed on a DC 21 Wisdom saving throw. If both targets fail, any damage taken by one creature is also taken by the other. If only one target fails, whenever the other takes damage the failed target takes the same amount. The targets may repeat the saving throw at the end of their turns, ending the effect on a success.

Legendary Actions

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

Force Leap. The Crusader leaps a distance up to its speed without provoking opportunity attacks.

Lightfoil. The Crusader makes one lightfoil attack.

Forcecasting (1 action per level). The Crusader casts a force power, spending one action per each level of the power.

One with the Force (3 actions). The Crusader draws on the power of the force to protect it. Until the end of its next turn, it is resistant to all damage.


Force Wraith Commander

Medium undead, lawful dark


  • Armor Class 18 (weave armor, medium shield)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)

  • Skills Perception +4
  • Damage Resistances necrotic; kinetic and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, frightened, grappled, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge 8 (3,900 XP)

Martial Fury. As a bonus action, the force wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The force wraith makes two martial lightsaber attacks attacks.

Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage, or 9 (1d10+4) kinetic damage if used with two hands.

Death's Grasp. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d8+2) necrotic damage

Call to Honor (1/Day). To use this action, the force wraith must have taken damage during the current combat. If the force wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 force wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the Commander's turn on the same initiative count.


Force Wraith Warrior

Medium undead, lawful dark


  • Armor Class 16 (mesh armor, medium shield)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0)

  • Damage Resistances necrotic; kinetic and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, frightened, grappled, poisoned, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 9
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)

Martial Fury. As a bonus action, the force wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.

Actions

Martial Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage, or 9 (1d10+4) kinetic damage if used with two hands.

Death's Grasp. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 5 (1d8+1) necrotic damage




































Grand Champion of the Great Hunt

Medium humanoid (any), neutral balanced


  • Armor Class 19 (composite armor, light shield generator)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 22 (+6) 14 (+2) 19 (+4) 16 (+3) 15 (+2)

  • Saving Throws Dex +10, Con +7, Wis +8
  • Skills Acrobatics +15, Insight +8, Perception +8, Persuasion +7, Survival +13
  • Damage Resistances cold, fire
  • Condition Immunities charmed, exhaustion, frightened, petrified
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Huttese, Devaronian, Jawaese, Houk, Mando'a
  • Challenge 13 (10,000 XP)

Escape Tactics. On each of its turns, the grand champion can use a bonus action to take the Dash, Disengage, or Hide Action.

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

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

Mandalorian Tech. The mandalorian deals one extra die of damage with its weapons (included).

Moderately Armored. While wearing medium armor, the grand champion adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.

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

Techcasting. The Grand Champion is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 17, +9 to hit with tech attacks) and it has 44 tech points. The Grand Champion knows the following tech powers:

At will: assess the situation, combustive shot, jet of flame
1st level: energy shield, flame sweep, oil slick, ring of fire
2nd level: electromesh, magnetic field, overheat, pyrotechnics
3rd level: explosion, flaming shots, kolto cloud, sabotage charges, tech overide
4th level: ballistic shield, elemental accelerant
5th level: immolate

Tech Resistance. The grand champion has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The grand champion uses one from its carbonite spray, heatseeker missiles, or rail shot, and then makes two heavy pistol attacks. It cannot choose the same ability two rounds in a row. Alternatively, it casts one tech power and makes one heavy pistol attack.

Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160, one target. Hit: 15 (2d8+6) energy damage.

Carbonite Spray (3/day). The grand champion sprays carbonite from its wrist launcher in a 15 foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much on a successful one. On a fail the creature has its speed halved until the end of its next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 24 hours.

Heatseeker Missiles (3/day). The grand champion shoots 6 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4+1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.

Rail Shot (4/day). The grand champion discharges a primed blast from its wrist launcher at a creature it can see within 60 feet of it. That creature must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) kinetic damage and is stunned until the end of its next turn. On a success the creature takes half damage and isn't stunned.

Reactions

Uncanny Dodge. When a creature hits the grand champion with an attack, it can use its reaction to halve the attack's damage against itself.








































Havoc Squad Commander

Medium humanoid (any), lawful light


  • Armor Class 19 (powered battle armor, light shield generator)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 17 (+3) 18 (+4) 14 (+2) 16 (+3)

  • Saving Throws Str +7, Con +8, Wis +7
  • Skills Athletics +7, Insight +7, Perception +7, Persuasion +7, Technology +9
  • Damage Resistances ion, lightning
  • Condition Immunities blinded, deafened, charmed, frightened
  • Senses passive Perception 17
  • Languages Galactic Basic, Catharese, Binary, Gand, and Sriluurian
  • Challenge 13 (10,000 XP)

Adrenaline Rush (1/day). As a bonus action, the commander regains 35 hit points.

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

Aura of Command. Allies with 30 feet of the Commander that can see and hear it have advantage on the first attack roll they make each round.

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

Enhanced Shots. The commander's weapon attacks are considered enhanced for the purposes of overcoming resistances.

Redirect. If the commander misses with a ranged weapon attack, it can use a bonus action to reroll the attack roll against a different creature within 60 feet of the original target.

Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the commander does not have disadvantage on the attack roll.

Actions

Multiattack. The commander makes three assault cannon attacks and can apply one special ammunition to each shot if available, from either its cryo blast, explosive shot, grav shot, piercing shot, or voltaic surge.

Assault Cannon. Ranged Weapon Attack: +11 to hit, range 80/320, one target. Hit: 11 (1d10+6) energy damage.

Cryo Blast (4/day). The shot bursts in a wave of frost. The target takes an additional 14 (4d6) cold damage and must succeed on a DC 17 Constitution saving throw or have its speed halved until the end of its next turn.

Explosive Shot (4/day). The shot explodes in a wave of fire. The target takes an additional 14 (4d6) fire damage and each creature within 10 feet of it must make a DC 17 Dexterity saving throw or take the same damage. On a success, a creature takes half damage.

Grav Shot (3/day). The shot warps around the target, dealing an additional 14 (4d6) force damage. The target must succeed on a DC 17 Constitution saving throw or deal half damage with its weapon attacks until the end of its next turn.

Piercing Shot (3/day). The commander forgoes an attack roll and instead fires a piercing shot in a line 40 feet long and 5 feet wide that goes through objects, ignoring cover. Each creature in the line must make a DC 17 Dexterity saving throw or take normal weapon damage plus an additional 7 (2d6) energy damage. On a success, a creature takes half damage.

Voltaic Surge (3/day). The commander forgoes an attack roll and instead unleashes a wave of lightning in a 15-foot cone. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) lightning damage and be shocked until the end of its next turn. On a success, a creature takes half damage and isn't shocked.

Reactions

Reactive Shield. When an attack would hit it, the commander can activate a voltaic shield that lasts until the start of its next turn. For its duration, the commander gains 5 to its AC, including the triggering attack. If an attack hits, the shield reflects some of the energy back toward the attacker if they are within 15 feet, dealing lightning damage equal to half the damage taken.








































Imperial Cipher Agent

Medium humanoid (any), lawful dark


  • Armor Class 18 (fiber armor)
  • Hit Points 130 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 20 (+5) 15 (+2) 17 (+3)

  • Saving Throws Dex +11, Int +10, Wis +8
  • Skills Acrobatics +11, Deception +13, Insight +7, Perception +7, Persuasion +8, Sleight of Hand +11, Stealth +16, Technology +10
  • Damage Resistances acid, poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Chiss, Rattataki, Killik, Binary
  • Challenge 13 (10,000 XP)

Assassinate. The creature has advantage on attack rolls against any creature that hasn't taken a turn yet. Additionally, any hit it scores against a surprised creature is a critical hit.

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

Evasion. If the cipher agent 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.

Stealth Field Generator. The cipher agent can use a bonus action to become invisible. Any equipment the cipher agent wears or carries is also invisible as long as the equipment is on its person. The invisibility ends immediately after the cipher agent makes an attack roll or is hit by an attack roll.

Lethal Strikes. The cipher agent's strikes are enhanced for the purposes of overcoming resistances. When it hits with a weapon attack, it deals an additional 2d6 poison damage (included.)

Techcasting. The Imperial Cipher Agent is a 11th level techcaster it's tech casting ability is Intelligence (tech save DC 17, +9 to hit with power attacks, 44 tech points). The Imperial Cipher Agent knows the following powers:

At Will: assess the situation, encrypted message, poison spray, venomous strike
1st Level: element of surprise, energy shield, expeditious retreat, flash, poison dart
2nd Level: acid dart, concealed caltrops, translocate
3rd Level: invisibility to cameras, kolto cloud, tactical advantage, tech override
4th Level: corrosive sphere
5th Level: mislead, toxic cloud

Tech Resistance. The cipher agent has advantage on saving throws against tech powers and other tech effects.

Sneak Attack (1/turn). The cipher agent deals an extra 21 (6d6) 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 cipher agent that isn't incapacitated and the cipher agent doesn't have disadvantage on the roll.

Actions

Multiattack. The cipher agent makes one venomous vibrodagger attack and casts one at-will power.

Venomous Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) kinetic damage plus 7 (2d6) poison damage.

Noxious Knives (Recharge 5 or 6). The cipher agent hurls poison-coated knives in a 15-foot cone. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage and 14 (4d6) poison damage and be poisoned for 1 minute. On a success, a creature takes half damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of its turn. A creature that succeeds on the saving throw is immune to being poisoned in this way for 24 hours.

Reactions

Exfiltrate. If a creature targets the cipher agent with an attack, it rolls up to 30 feet to an unoccupied space it can see. The triggering attack is made with disadvantage, and until the start of the cipher agent's next turn, its AC increases by 6.








































Jedi Barsen'thor

Medium humanoid (any), lawful light


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 17 (+3) 22 (+6) 15 (+2)

  • Saving Throws Dex +9, Con+7, Wis +11
  • Skills Insight +11, Lore +8, Medicine +11, Nature +11, Persuasion +7
  • Damage Resistances necrotic, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses forcesight 120 ft., passive Perception 21
  • Languages Galactic Basic, Trandoshan, Twi'leki, Esh-kha, Sarkhai
  • Challenge 13 (10,000 XP)

Blessed by the Force. When the Barsen'thor has fewer than half its hit points (65) it can use a bonus action to regain up to half its hit point maximum.

Disciple of Life. When the barsen'thor casts a power of first level or higher that restores hit points to a creature, both the targeted creature and the barsen'thor regain additional hit points equal to 2 + the power's level.

Forcecasting. The Barsen'thor is a 13th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 19, +11 to hit with force attacks, 58 force points). The Barsen'thor knows the following force powers:

At-will: Force Push/Pull, Saber Reflect, Saber Ward, Spare the Dying, Turbulence
1st-level: Battle Precognition, Heal, Project, Sanctuary, Tremor
2nd-level: Calm Emotions, Rescue, Restoration, Stun
3rd-level: Beacon of Hope, Convulsion, Remove Curse, Sever Force, Telekinetic Storm
4th-level: Force Immunity, Freedom of Movement
5th-level: Improved Heal, Improved Restoration, Revitalize
6th-level: Greater Heal, Telekinetic Burst
7th-level: Force Mend, Whirlwind

Force-Empowered Casting. The the barsen'thor casts a force power, it can expend additional force points to modify the power, chosing one of the following options:

Heightened Power. When the barsen'thor casts a power that forces a creature to make a saving throw to resist its effects, it can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power. When the barsen'thor casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Twinned Power. When the barsen'thor casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Hope of the Order (1/day). The Barsen'thor can innately cast Beacon of Hope as a 3rd-level power, without spending force points.

Force Resistance. The barsen'thor has advantage on saving throws against force powers and other force effects.

Actions

Multiattack. The barsen'thor makes two lightsaber attacks.

Lightsaber. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 11 (2d6+4) energy damage.

Force Wave (Recharge 5 or 6). The Barsen'thor releases a wave of force in a 30-foot radius centered on itself. Each creature in the area must succeed on a DC 19 Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of the Barsen'thor's choice. On a successful save, it takes half as much damage and isn’t knocked prone or moved.

Preserve Life. The Barsen'thor can distribute 50 hit points among any amount of creatures within 30 feet of it. This healing has no effect on a creature that has half or more of its maximum hit points.

Reactions

Force Shield (4/day). When the barsen'thor is hit with an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.






















Mandalorian Avenger

Medium humanoid, lawful neutral


  • Armor Class 18 (beskar weave armor)
  • Hit Points 270 (36d8 + 108)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 24 (+7) 17 (+3) 18 (+4) 18 (+4) 22 (+6)

  • Saving Throws Dex +15, Wis +12, Cha +14
  • Skills Acrobatics +15, Insight +12, Intimidation +14, Perception +12, Persuasion +14, Stealth +15, Survival +12, Technology +12
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 22
  • Languages Galactic Basic, Mando'a
  • Challenge 22 (41,000 XP)

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

Close Quarters Shooter. The avenger can use their blaster weapons when making opportunity attacks and ranged attacks made while within 5 feet of a hostile creature no longer impose disadvantage.

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the avenger has a flying speed of 60 feet. The jetpack lasts for a maximum of 10 minutes.

Improved Mandalorian Tech. The avenger deals an extra die of damage with its weapons and equipment (included).

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

Moderately Armored. While wearing medium armor, the avenger adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.

Two-Weapon Fighting. The avenger adds it's ability modifier to two-weapon fighting damage. Additionally they gain a +1 bonus to AC while wielding a separate weapon in each hand (included).

Actions

Multiattack. The mandalorian makes four weapon attacks or makes one weapon attack and uses her carbonite spray, flamethrower, or wrist rocket, if available.

Heavy Pistol. Ranged Weapon Attack: +15 to hit, range 40/160, one target. Hit: 16 (2d8+7) energy damage.

Carbonite Spray (1/Day). The avenger sprays carbonite from her wrist launcher in a 15 foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much on a successful one. On a fail the creature has its speed halved until the end of its next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 24 hours.

Flamethrower (3/Day). Each creature in a 15-foot cone or a 30-foot line must make a DC 19 Dexterity saving throw. A creature takes 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Wrist Rocket (4/Day). Ranged Weapon Attack: +15 to hit, range 30/120, one target. Hit: 21 (4d6+7) kinetic damage, and each creature within 5 feet must make a DC 19 Dexterity saving throw, taking 7 (2d6) force damage and 7 (2d6) fire damage on a failed save, or half as much on a successful save.

Firestorm (1/day). The avenger chooses a point on the ground within 60 feet, incinerating everything in a 30 foot radius. All creatures in the area must make a DC 19 Dexterity saving throw, taking 54 (12d8) fire damage on a failure or half as much on a success. All large or smaller creatures are pushed to the edge of the fire’s radius. A creature at the very center of the firestorm has disadvantage on the saving throw and is knocked prone on a failure. On a failed save, a target burns for one minute. At the start of each of its turns, the target takes 3d8 fire damage and repeats the saving throw. ending the effect on a successful one. These flames can’t be extinguished by unenhanced means. A target killed by this fire turns to ash.

Reactions

Beskar'gam. The Avenger halves the damage that it takes from an attack that hits it.

Legendary Actions

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

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

Heavy Pistol. The avenger makes one heavy pistol attack.

Rocket Punch (2 actions). The avenger jumps with its jetpack towards a hostile creature within 15 feet of it and makes a melee weapon attack against it if it ends its movement within 5 feet of the creature, dealing 9 (3d6+3) kinetic damage and 14 (4d6) fire damage on a hit.

Death From Above (2 actions, must be flying). The avenger launches a missile salvo at a point below her. Each creature within 15 feet of the point must make a DC 19 Dexterity saving throw. On a failure, a creature takes 14 (4d6) force damage and 14 (4d6) fire damage, or half as much damage on a success.

Burning Maelstrom (3 actions). The avenger uses its firestorm ability if it is available.

Morgukai

"The Nikto's Morgukai warriors are among the deadliest in the galaxy. They train to kill Force users and can take a normal man down as easy as breathing."

―Zenzo.

The Morgukai are a secretive cult of Nikto warriors united by their ritual combat techniques and strong suspicion of Force-users. Renowned as Jedi-killers, the Morgukai were often courted by the Empire during the Cold War–frequently unsuccessfully, as the cult had a strong sense of honor and was keenly aware that the Empire viewed Nikto as a lesser species. In truth, many Morgukai view Sith as unfavorably as they view Jedi. Fighting with cortosis weapons built to survive the blow of any lightsaber, Morgukai rely on a master-student relationship to train new initiates. Beyond their incredible abilities in combat, however, the philosophical teachings of the Morgukai cult are a mystery–they do not speak of their beliefs to outsiders, even under threat of death.

This cult was known to be among the lesser known secret societies in the Nikto civilization. Morgukai were always male and consisted of the Kajain'sa'Nikto species. Members of the Morgukai were able to overlook issues such as good and evil so long as their own sense of honor remained intact. The disciplines and weaponry of the Morgukai made them even a threat to seasoned Jedi. Furthermore, according to their edicts, the only way to leave the order was by surrendering their armor to a brother-in-arms and stepping onto the Burning Moon Range. The most unspeakable crime for any Morgukai was leaving the membership of the brotherhood.

Elite Training

Members often trained their own sons to follow them in a system that was similar to the relationship held between a Jedi Master and their Padawan. Their training led to them being capable warriors that
were sometimes a match for even the
fabled Jedi Knights. Their order bore some
similarity to that of the Jedi. Fathers took their sons
as apprentices, training them in the deadly arts. An example of this is the master-student bond between the Nikto Tsyr and Bok. Also, Morgukai initiates were required to build their own cortosis staffs as a test of their devotion to the order.

"Yes! To kill your enemy with your blade as they face you! This is true Morgukai way!"

―Bok

Cortosis Mastery

They were known to possess mysterious weapons and armor that even Jedi Knights were known to fear. Some among them wielded such weaponry and armor that was constructed out of cortosis ore which was a substance able to deflect or dissolve a lightsaber blade. These cortosis weapons were built to withstand the blow of any lightsaber. They were crafted out of cortosis fiber that was a material which was resistant to lightsaber blades. These Morgukai cortosis spears resembled lightsabers in reverse. They were a meter-long shaft that were laced with lightsaber-resistant cortosis ore with a small spear-tip at one end which was created in a similar manner as the way a lightsaber blade was generated. The cortosis-weave armor worn by the Morgukai marked them as being Kajain'sa'Nikto warrior elite.

Mental exercises were taught to its members that allowed them to strengthen their resistance to Jedi mind tricks and manipulations that allowed them to fight their sworn foes.


Morgukai Berserker

Medium humanoid (nikto), lawful balanced


  • Armor Class 14 (natural armor)
  • Hit Points 94 (11d4 + 44)
  • Speed 30 ft.

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

  • Saving Throws Con 8, Wis +6, Cha +5
  • Skills Athletics +8, Perception +6, Survival +6
  • Damage Resistances necrotic; kinetic and energy
  • Senses passive Perception 16
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 9 (5,000 XP)

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

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

Morgukai Combat Brutality. The berserker lands on a critical hit on a roll of a 19 or 20. Additionally, it deals an additional damage die with its melee attacks (included).

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Relentless. If the berserker takes 15 points of damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The berserker makes two attacks with its cortosis axe and one with its techblade.

Cortosis Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage and the target must succeed on a DC 15 Constitution saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn.

Techblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage

Howl of Battle. Up to three allies who can hear the morgukai berserker and are within 30 feet of it can each make one melee attack as a reaction.

Reactions

Kintan Endurance (1/day). When the berserker is hit by an attack, it can use its reaction to gain resistance to all damage until the start of its next turn. This includes the triggering attack.













Morgukai Chieftain

Medium humanoid (nikto), lawful balanced


  • Armor Class 17 (composite armor)
  • Hit Points 128 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 13 (+1) 18 (+4) 15 (+2)

  • Saving Throws Dex +6, Wis +8, Cha +6
  • Skills Athletics +9, Insight +9, Intimidation +6, Perception +8, Survival +8
  • Damage Resistances necrotic, energy damage from unenhanced weapons
  • Senses passive Perception 18
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 12 (8,400 XP)

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

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

Morgukai Combat Mastery. When the chieftain lands an attack with its cortosis staff, it can use a bonus action to make two additional attacks against the same target. Additionally, its melee attacks deal an additional damage die (included).

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Actions

Multiattack. The chieftain makes three cortosis staff attacks.

Cortosis Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage plus 5 (2d4) lightning damage and the target must succeed on a DC 17 Constitution saving throw or be shocked until the end of its next turn.

Leadership. For 1 minute, the chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated.

Reactions

Deflect. The morgukai adds 4 to its AC against one melee attack that would hit it. To do so, the morgukai must see the attacker.


Morgukai Cultist

Medium humanoid (nikto), lawful balanced


  • Armor Class 14 (natural armor)
  • Hit Points 46 (7d8 + 14)
  • Speed 30 ft.

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

  • Skills Perception +4, Survival +4
  • Damage Resistances necrotic
  • Senses passive Perception 14
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 2 (450 XP)

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

Morgukai Combat Training. When the cultist lands an attack with its cortosis staff, it can use a bonus action to make one additional attack against the same target.

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Actions

Cortosis Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage and the target must succeed on a DC 13 Constitution saving throw or take 1d4 lightning damage and be shocked until the end of its next turn.


Morgukai Duelist

Medium humanoid (nikto), lawful balanced


  • Armor Class 16 (weave armor)
  • Hit Points 85 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 13 (+1)

  • Saving Throws Dex +7, Wis +6
  • Skills Acrobatics +7, Perception +6, Survival +6
  • Damage Resistances necrotic
  • Senses passive Perception 16
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 6 (2,300 XP)

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

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

Morgukai Dueling Mastery. If the duelist makes two successful attacks against the same creature, it can immediately use its Ravage ability, regardless of if it is available or not. Additionally, its techblade does an additional damage die of damage (included).

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Actions

Multiattack. The duelist makes two attacks with its techblades.

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

Ravage (Recharge 6). The duelist unleashes a flurry of strikes with its techblades against a creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw or take 21 (6d6) kinetic damage and be stunned until the end of its next turn. On a success, the creature takes half damage and isn't stunned.

Reactions

Parry. The morgukai adds 3 to its AC against one melee attack that would hit it. To do so, the morgukai must see the attacker and be wielding a melee weapon.

Redirect Attack. When a creature the duelist can see targets it with an attack, the duelist chooses a hostile creature within 5 feet of it. The duelist and the creature swap places, and the chosen creature becomes the target instead.


Morgukai Initiate

Medium humanoid (nikto), lawful balanced


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 13 (+1) 13 (+1) 10 (+0)

  • Skills Perception +3, Survival +3
  • Damage Resistances necrotic
  • Senses passive Perception 13
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 1/4 (50 XP)

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

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Actions

Techaxe. Melee Weapon Attack: +4 to hit, reach 5 ft. or 20/60, one target. Hit: 5 (1d6+2) kinetic damage.


Morgukai Warrior

Medium humanoid (nikto), lawful balanced


  • Armor Class 16 (weave armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 13 (+1) 16 (+3) 13 (+1)

  • Skills Athletics +7, Perception +6, Survival +6
  • Damage Resistances necrotic
  • Senses passive Perception 16
  • Languages Galactic Basic, Nikto, and Huttese
  • Challenge 5 (1,800 XP)

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

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

Morgukai Combat Mastery. When the warrior lands an attack with its cortosis staff, it can use a bonus action to make two additional attacks against the same target. Additionally, its melee attacks deal an additional damage die (included).

Protective Membrane. The morgukai has advantage on saving throws against being blinded.

Actions

Cortosis Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage and the target must succeed on a DC 14 Constitution saving throw or take 1d4 lightning damage and be shocked until the end of its next turn.

Reactions

Parry. The morgukai adds 3 to its AC against one melee attack that would hit it. To do so, the morgukai must see the attacker and be wielding a melee weapon.

The Order of Revan

"You must walk the path of Revan on your own. The path to power—the path neither Jedi nor Sith."

―Tari Darkspanner

The Order of Revan, also known as the Revanites, was a secret society within the Sith Empire that adhered to the teaching of the powerful Force-user Revan. Balancing the light and dark sides of the Force, the Order sought to change the Empire from within, and they accepted members from all levels of Imperial society and even alien species, just as Revan had done.

The Order was founded by Tari Darkspanner, who discovered records of Revan on Korriban while training to be Sith in the decades before the Empire's Cold War with the Galactic Republic, and the Order was headquartered in a compound in the jungles of the planet Dromund Kaas. However, Revan himself took control of the Order during the Galactic War and transformed it into a fanatical cult with members in the upper echelons of both the Galactic Republic and the Sith Empire.

Revanites

"We learn to be better, more powerful. Even though the Empire may not publicly support us, we believe in the Empire's ways. Revan mastered the light side and the dark side—war and peace. We seek to walk the same path."

―Dzoun

Revanites believed that the path to power could not be followed by either Jedi or Sith. The idea of rebirth was of particular import to the Order, as they knew of how Revan had been Jedi, Sith, and then reborn as something new when he was betrayed by both. Though the Order of Revan's members were of the Sith Empire, the Order taught that one should not rely only on the dark side: Revan achieved greatness because he relied on both the light and the dark, using the Force as a whole. The Order was also patriotic; they did not seek to destroy the Empire, but instead change it from within.

The Revanites welcomed members of all alien species, as they knew how many of Revan's companions and allies had been droids and aliens—but they believed that Revan had done so because he thought servants were more useful when they were powerful. Because Revan accepted allies from many different walks of life, the Order did the same: the Order included members from every level of the Empire's society, from high-ranking Sith and military officers to commoners and even slaves. The Order also included Mandalorians of Clan Farr, who served the Order as a matter of honor, as Ceta Farr sought to ensure that Revan's name would be remembered.






















































Revanite Template

As a result of the diversity of the Order, consider applying the following template to any humanoid creature from the Scum and Villainy handbook as well as any supplemental sources such as Fisto's Codex, on top of the creature's original template:

  • Ability Scores: The creature's Wisdom Score and Charisma Score increase by +2 each.

  • Skills: The creature gains proficiency in the Lore skill.

  • Devotion: The creature has advantage on saving throws against being charmed or frightened.


Revanite, Follower

Medium humanoid, any dark


  • Armor Class 11 (unarmored)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1)

  • Skills Lore +3
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 1/8 (25 XP)

Forcecasting. The follower is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +3 to hit with force attacks) and it has 6 force points. The follower knows the following force powers:

At-will: denounce, force push/pull, shock
1st-level: cloud mind, curse, sense force

Actions

Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Revanite, Believer

Medium humanoid, any dark


  • Armor Class 13 (unarmored)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 12 (+1) 19 (+4) 14 (+2)

  • Skills Insight +2, Lore +3, Persuasion +4
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 2 (450 XP)

Devotion. The believer has advantage on saving throws against being charmed or frightened.

Forcecasting. The believer is a 3rd-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, +4 to hit with force attacks) and it has 14 force points. The follower knows the following force powers:

At-will: denounce, enfeeble, force push/pull, shock
1st-level: cloud mind, curse, sap vitality
2nd-level: calm emotions, force blind/deafen

Actions

Multiattack. The believer makes two weapon attacks.

Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.


Revanite, Worshipper

Medium humanoid, any dark


  • Armor Class 14 (armored robes)
  • Hit Points 72 (11d8 + 22)
  • Speed 30 ft.

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

  • Saving Throws Dex +5, Cha +5
  • Skills Deception +5, Insight +3, Lore +3, Persuasion +5
  • Senses passive Perception 13
  • Languages Galactic Basic, one other
  • Challenge 3 (700 XP)

Devotion. The worshipper has advantage on saving throws against being charmed or frightened.

Forcecasting. The worshipper is a 5th-level forcecaster. Its forcecasting ability is Charisma (power save DC 14, +5 to hit with force attacks) and it has 23 force points. The follower knows the following force powers:

At-will: denounce, force technique, force push/pull, saber reflect, shock
1st-level: battle precognition, cloud mind, curse, heal, sap vitality
2nd-level: calm emotions, force blind/deafen, force sight
3rd-level: bestow curse, convulsion, remove curse

Actions

Multiattack. The worshipper makes two weapon attacks.

Lightfoil. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage.










Roguish Corsair

Medium humanoid (any), any alignment


  • Armor Class 17 (combat armor)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +8, Athletics +5, Persuasion +6
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Avoidance. If the corsair 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.

Fancy Footwork. If the corsair makes a melee attack against a creature during its turn, that creature cannot make an opportunity attack against it for the rest of the corsair's turn.

Lightfooted. The corsair can take the Dash or Disengage action as a bonus action on each of its turns.

Rakish Audacity. If the corsair is within 5 feet of an enemy and no other creatures are within 5 feet of the corsair, and it doesn't have disadvantage on the attack roll, it can use its sneak attack.

Sneak Attack (1/Turn). The corsair deals an extra 14 (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 corsair that isn’t incapacitated and the corsair doesn’t have disadvantage on the attack roll.

Suave Defense. While the corsair is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The corsair makes three attacks: one with a vibrodagger and two with a vibrorapier. It can choose to replace one attack with a light pistol attack.

Vibrodagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 20/60, one target. Hit: 6 (1d4+4) kinetic damage.

Vibrorapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Light Pistol. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 8 (1d8+4) kinetic damage.

Reactions

Parry. The corsair adds 5 to its AC against one melee attack that would hit it. To do so, the corsair must see the attacker and be wielding a melee weapon.


Shifty Shapeshifter

Medium humanoid (Clawdite), chaotic any


  • Armor Class 15 (combat armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 18 (+4)

  • Saving Throws Dex +6, Cha +6
  • Skills Deception +8, Insight +3, Performance +8, Persuasion +8, Stealth +6
  • Senses passive Perception 11
  • Languages Galactic Basic, Clawdite, one other
  • Challenge 3 (700 XP)

Shapechanger. The clawdite can use its action to shapeshift into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. While in this form, the clawdite has advantage on deception checks made to maintain its disguise.

Clawdite Instincts. The shapeshifter has expertise in Deception, Performance, and Persuasion checks.

Ambusher. In the first round of a combat, the clawdite has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the clawdite surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Innate Techcasting. The clawdite's innate techcasting ability is intelligence (tech save DC 10) It can innately cast the following tech powers:
At-will: Minor Hologram, Mending
3/day: Expeditious Retreat, Smoke Cloud, Translocate
1/day: Concealed Caltrops, Greater Hologram, Infiltrate

Bad Feeling. When the Clawdite rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

Actions

Multiattack. The shapeshifter makes two weapon attacks.

Wristblaster. Ranged Weapon Attack: +6 to hit, range 30/120, one target. Hit: 6 (1d4 + 4) energy damage.

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

Reactions

Unsettling Visage. When a creature the shapeshifter can see makes an attack roll against them, they can use their reaction to impose disadvantage on the roll. Using this trait reveals their shapeshifting nature to any creature within 30 feet that can see them.

Darth Malgus

"I fight because that is what I was made to do and the Empire is the instrument through which I realize my purpose. The Empire's war made manifest. That is why it is perfect."

―Darth Malgus

Darth Malgus, born under the name Veradun in the year 3701 BBY, was raised by an adoptive father, a biologist in the Imperial Science Bureau. The young boy participated in lessons on the Force with a number of instructors, all of whom recognized his great potential in the Force. Sometime in his youth, a female Twi'lek servant on the estate of Veradun's father committed a minor offense. Although the offense itself was meaningless to Veradun, he killed the woman to prove to himself that he was capable of doing so. His father was pleased with his son's actions, and so contacted the Sith Academy on the Imperial capital world of Dromund Kaas. Veradun was to leave the estate and train at the academy to become a Sith Warrior.

The day prior to Veradun's departure, his adoptive father taught him three lessons on personal conduct, deception, and expectations. The lessons had a profound impact on Veradun and shaped his philosophies for later in life. The next day, Veradun was taken to Dromund Kaas, and he eventually became selected as an apprentice by the pureblood Sith Master Vindican. On a trip to the Outer Rim world of Geonosis, Veradun discovered a young Twi'lek slave girl by the name of Eleena Daru. Upon seeing that Daru was abused and physically beaten by her owner, Veradun killed her master and took the Twi'lek as his own. Although she remained his slave, the two became lovers and he eventually came to treat her as a wife, despite the Empire's anti-alien policies.

The Great Galactic War

In 3681 BBY, the Empire returned from hiding and launched a series of attacks against the Galactic Republic, sparking the Great Galactic War. Vindican and his student were among those selected to participate in the Sith assault to reclaim the Sith holy world of Korriban, and during the Battle of Korriban the two took a Fury-class Imperial interceptor to board the Republic's space station above the planet. The two landed in the hangar and engaged in a furious battle against the two jedi on board. Despite the defeat soon after of his master, Malgus handily defeated the Jedi Kao Cen Darach by channeling his hatred into his attacks.

In the years following the Battle of Korriban, Malgus was promoted to the rank of Sith Lord, and around 3667 BBY he was granted the title of Darth. Taking on the full name Darth Malgus, he personally lead Imperial forces in a surprise attack on the peaceful planet of Alderaan in the Core Worlds. Malgus led the Imperials on a march across the planet, burning forests and destroying cities on a trek towards the capital city. It was during this campaign that Malgus suffered a defeat at the hands of Darach's former apprentice, Satele Shan, that left him horribly scarred and reliant on a respirator for the remainder of his life.

"After a thousand years, Korriban is ours again."

―Malgus, following the fall of Korriban

Sacking of Coruscant

Twenty-eight years after the war's beginning, in 3853 BBY, the Dark Council contacted the Republic Senate, expressing their wish to negotiate an end to the conflict. While delegations from the Empire, the Senate, and the Jedi Order prepared to meet on Alderaan to form a peace agreement, the Sith made preparations for their strike on Coruscant. The high-ranking Sith Lord Darth Angral was placed in charge of the entire operation while Darth Malgus was chosen to lead an early attack on the Temple of the Jedi Order. Under the impression that the Empire would invade Coruscant and proceed to wipe it clean of life via orbital bombardment, Malgus eagerly accepted the responsibility, believing it to be the fruition of a vision on Korriban that foretold his destruction of the Republic.

In the months leading up to the attack, Malgus and his team diligently practiced and planned for their mission and the Sith Lord personally viewed computerized models of the assault thousands of times. When the negotiating parties began their peace summit on Alderaan, the Sith's plan was set in motion; Malgus, accompanied by Eleena Daru, arrived on Coruscant and proceeded on foot to the Jedi Temple, passing through crowded plazas filled with Coruscanti citizens unaware of the impending attack. The two used the opportunity to discuss their views on both their life of battle and the Force, sharing a passionate kiss on the way.

As Malgus and Daru entered the ancient edifice, they were met by Jedi Master Ven Zallow and a contingent of other jedi knights. Without saying a word, Malgus glared at his opponents as a hijacked NR2 Republic drop ship crashed through the temple and skidded to a halt behind him. Aboard, fifty Sith warriors ignited their lightsabers and rushed out to join Malgus as the battle began. Malgus engaged the jedi with terrifying ferocity and a deadly mixture of force lightning and lightsaber combat. Eventually, he found himself in a fierce duel with Master Ven Zallow. The two battled across the ruins of the temple on seemingly even-footing for some time before Ven Zallow used the force to throw Eleena Daru into a pillar. Engraged, Malgus unleashed a fury of force-augmented blows against the jedi master before finally ending his life with a stab through the abdomen.

The light fading from his enemy's eyes, Malgus took in the scene around him and basked in the destruction as Darth Angral's orbital bombardment commenced outside the temple, the capital of Coruscant burning around the cratering ruins of the Jedi Order's ancient sanctuary.

"You were deceived. And now, your Republic shall fall."

―Darth Malgus to Ven Zallow

























Sith Conqueror

Medium humanoid, lawful dark


  • Armor Class 20 (heavy durasteel armor)
  • Hit Points 314 (33d8 + 165)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 18 (+4) 14 (+2) 21 (+5)

  • Saving Throws Str +14, Dex +11, Con +13, Wis +10, Cha +11
  • Skills Acrobatics +11, Athletics +14, Deception +13, Insight +10, Intimidation +13, Lore +12, Perception +10
  • Damage Resistances fire, cold, lightning
  • Damage Immunities poison; kinetic and energy from unenhanced weapons
  • Condition Immunities blinded, deafened, charmed, frightened
  • Senses darkvision 60 ft., blindsight 10 ft., passive Perception 20
  • Languages Galactic Basic, Sith, Twi'leki
  • Challenge 28 (120,000 XP)

Unyielding Fury. As a bonus action, Sith Conqueror casts rage on himself when his hitpoints get below half (157).

Forcecasting. Sith Conqueror is a 17th-level forcecaster. his forcecasting ability is Charisma (force save DC 21, +13 to hit with force attacks, 57 force points).

The Sith Conqueror knows the following force powers:

At-will: affect mind, denounce, force disarm, force push/pull, saber throw, saber reflect, shock
1st level: burst of speed, force jump, sap vitality, sense force
2nd level: drain vitality, force sight, force throw
3rd level: choke, force lightning, force repulse, force scream, knight speed
4th level: drain life, shroud of darkness
5th level: dominate mind, improved force scream, telekinesis
6th level: crush, force chain lightning
7th level: force lightning cone, master speed
8th level: master force scream, telekinetic wave

Force Resistance. Whenever the Sith Conqueror makes a saving throw against a force power he rolls with advantage.

Force Senses. Sith Conqueror has advantage on Wisdom (Perception) Checks.

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

Tech Resistance. Whenever the Sith Conqueror makes a saving throw against a tech power he rolls with advantage.

Actions

Multiattack. The Conqueror makes three greatsaber attacks or one greatsaber attack and casts one force power.

Greatsaber. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) energy damage plus 14 (4d6) force damage.

Force Malestrom (1/Day). The Sith Conqueror wreathes himself in a whirling barrier of force and lightning energy that extends out in a 15 foot radius from him. For the duration, the area within the maelstrom is considered difficult terrain. Creatures that start their turn in the maelstrom or enter it for the first time must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) lightning damage and 13 (3d8) force damage. On a succesful save, a creatures takes half as much damage. The maelstrom lasts for one minute, until it is ended by the Conqueror as a bonus action, or if he is incapacitated or loses concentration.

Reactions

Parry. The Sith Conqueror adds 6 to his AC against one melee attack that would hit it. To do so, the Sith Conqueror must see the attacker and be wielding a melee weapon.

Legendary Actions

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

Force Jump. The Sith Conqueror leaps up to his speed without provoking opportunity attacks.

Forcecasting. The Sith Conqueror can cast an at-will force power.

Force-Enhanced Greatsaber (2 Actions). The Sith Conqueror makes one greatsaber attack.

Forcecasting (1 action per Power Level). The Sith Conqueror casts one force power by spending a number of Legendary Actions equal to the power level.

Eye of the Storm (3 actions). The Sith Conqueror disperses his Force Maelstrom in a wide radius. Every creature within 90 feet of the Conqueror must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) lightning damage plus 22 (5d8) force damage and is pushed away up to 30 feet and falls prone. If the creature would hit another creature or object, the affected creatures take an additional 10 (4d4) kinetic damage. On a successful save, a creature takes half as much damage and isn't thrown.








































Sith Force Walker

Medium humanoid (any), neutral dark


  • Armor Class 13 (16 with battle precognition)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 17 (+3) 15 (+2) 22 (+6)

  • Saving Throws Dex +9, Con +7, Wis +7
  • Skills Deception +11, Insight +7, Intimidation +11, Lore +8, Perception +7, Persuasion +11, Stealth +9
  • Damage Resistances lightning, necrotic, psychic
  • Condition Immunities charmed, frightened, shocked
  • Senses darkvision 60 ft., forcesight 30 ft., passive Perception 17
  • Languages Galactic Basic, Dashadi, Togruti, Kaleesh, Sith
  • Challenge 13 (10,000 XP)

Electric Attunement. When the force walker casts a force power that deals lightning damage, it ignores lightning resistance.

Forcecasting. The Force Walker is a 13th-level forcecaster. its forcecasting ability is Charisma (force save DC 19, +11 to hit with force attacks, 58 force points).

Sith Cyborg knows the following force powers:

At-will: affect mind, denounce, enfeeble, force push/pull, lightning charge, saber reflect, shock
1st level: burst of speed, phasestrike, sap vitality, sense force
2nd level: drain vitality, force sight, phasewalk
3rd level: force lightning, force repulse, knight speed, sever force
4th level: drain life, shocking shield
5th level: improved phasestrike, improved phasewalk, telekinesis
6th level: force chain lightning
7th level: force lightning cone, master speed

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

Fulminatory Discharge. When the Force Walker hits a creature with its doublesaber, it can choose to make lightning leap to another creature within 10 feet of the first target. The nearby creature must make a DC 17 Dexterity saving throw or take damage equal to half the lightning damage of the original doublesaber strike.

Potent Lightning. The force walker adds its Charisma modifier to force powers that deal lightning damage.

Shocking Affinity (6/day). When the force walker casts a force power that deals damage, it can change the damage type to lightning. If the power requires a saving throw, it is changed to a Dexterity saving throw. If the power hits on an attack roll or the target fails its saving throw, the target is shocked until the start of the force walker's next turn.

Tempest Mastery (1/day). The Force Walker can innately cast Force Lightning as a 3rd-level power, without spending force points.

Unlimited Power (6/day). When the force walker casts a force power of 6th level or lower that deals lightning damage, it can choose to deal maximum damage.

Actions

Multiattack. The Force Walker makes two attacks with its doublesaber.

Doublesaber. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) energy damage plus 9 (2d8) lightning damage..

Phantasmal Necrosis (Recharge 6). The force walker channels the power of ancient sith lords into a blast that extends 120-feet in a line that is 5 feet wide. Each creature in the area must succeed on a DC 19 Dexterity saving throw. On a failure, a creature takes 21 (6d6) necrotic damage and 21 (6d6) lightning damage and is shocked until the end of its next turn. On a success, a creature takes half damage and isn't shocked. The force walker regains hit points equal to half the necrotic damage dealt. Once it uses this ability, it must succeed on a DC 15 Constitution saving throw or take one level of exhaustion.

Reactions

Blistering Rebuke (6/day). When a creature within 5 feet of the force walker hits it with an attack, the creature must make a DC 19 Dexterity saving throw or take 18 (1d10+13) lightning damage, be pushed back 10 feet, and be shocked until the end of its next turn. On a successful save it takes half damage and isn't moved or shocked.















































Sith Phantasm

Medium undead, any dark


  • Armor Class 14
  • Hit Points 135 (18d8 + 54)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 19 (+4)

  • Saving Throws Dex +7, Con +6
  • Skills Stealth +7
  • Damage Resistances acid, fire, lightning, sonic; kinetic and energy from unenhanced weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, Sith
  • Challenge 16 (15,000 XP)

Flicker. The phantasm constantly flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage.

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

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

Innate Forcecasting. The phantasm's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

3/day each: choke, coerce mind, hallucination, horror, telekinesis

1/day each: drain life, force chain lightning, improved force scream, mass animation

Phasewalker. The phantasm can teleport 30 feet as a bonus action on its turn.

Tomb Bound. The phantasm is bound to the area it defends. It can’t move more than 300 feet from the place it is bound.

Actions

Multiattack. The phantasm makes two force rend attacks.

Force Rend. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Posession. One humanoid that the phantasm can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the phantasm; the phantasm then disappears, and the target is incapacitated and loses control of its body. The phantasm now controls the body but doesn't deprive the target of awareness. The phantasm can't be targeted by any attack, power, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the phantasm ends it as a bonus action, or the phantasm is forced out by an effect like the improved restoration force power. When the possession ends, the phantasm reappears in an unoccupied space within 5 ft. of the body. The target is immune to this phantasm's Possession for 24 hours after succeeding on the saving throw or after the possession ends.















































Tythonian Hero

Medium humanoid (any), lawful light


  • Armor Class 18 (fiber armor)
  • Hit Points 150 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 17 (+3) 13 (+1) 18 (+4) 15 (+2)

  • Saving Throws Str +7, Dex +11, Wis +9
  • Skills Athletics +7, Acrobatics +11, Insight +7, Perception +7, Persuasion +7
  • Damage Resistances force, lightning, necrotic
  • Condition Immunities charmed, frightened
  • Senses forcesight 60 ft., passive Perception 17
  • Languages Galactic Basic, Binary, Chagri, Sith
  • Challenge 13 (10,000 XP)

Bladestorm. When the hero leaps to a target through its Leaping Throw ability, it can immediately make one melee weapon attack against the target as a bonus action. This attack deals 11 (1d10+6) kinetic damage.

Forceblade Bond. While it isn't incapacitated, the tythonian hero cannot be disarmed, and if its weapon is within 60 feet and the hero can see it, it can use a bonus action to summon it, causing it to travel instantly to the hero. If the hero has a free hand, it catches the weapon. Otherwise, it lands at its feet.

Forcecasting. The Jedi Infiltrator is a 11th level forcecaster it's forcecasting ability is Wisdom (force save DC 17, +9 to hit with force attacks, 39 force points). The Jedi knows the following force powers:

At-will: affect mind, force disarm, force push/pull, saber reflect, saber throw
1st level: burst of speed, force jump, force propel, heroism, slow descent
2nd level: calm emotions, rescue, stun, stun droid
3rd level: force repulse, knight speed, sever force
4th level: disable droid, freedom of movement
5th Level: stasis

Force-Empowered Self. When the Jedi adept uses its Bladestorm feature, it can spend 1 force point to manifest an additional effect. Choose one of the following:

Deflection. The hero can roll 1d10 and add it to its AC against one attack before the start of its next turn.

Double Strike. The hero can deal an additional 1d10 to the target of its Bladestorm attack.

Slow Time. The hero increases its speed by 5 x 1d10.

Force-Empowered Strikes. The hero deals an additional 2d8 force damage when it attacks with its lightsaber (included).

Force Resistance. The tythonian hero has advantage on saving throws against force powers or other force effects.

Leaping Throw (1/turn). When the hero makes a ranged attack with its lightsaber against a creature or knocks a creature prone with its Whirling Strikes, it can spend one force point to immediately leap to an unoccupied space within 5 feet of the target.

Actions

Multiattack. The hero makes three weapon attacks.

Lightsaber. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or 30 ft., one target. Hit: 15 (2d8+6) energy damage plus 9 (2d8) force damage.

Whirling Strikes. The tythonian hero throws its lightsaber in an 15-foot radius circle around a point it can see within 60 feet. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 11 (1d10+6) energy damage and is pushed back 10 feet and knocked prone.

Reactions

Disruptive Throw. When the hero is targeted by a ranged attack, it can throw its lightsaber at the attacker with a ranged attack roll. On a hit, the creature takes 5 (1d10) energy damage and makes its attack with disadvantage.










































Voidhound Scoundrel

Medium humanoid (any), chaotic balanced


  • Armor Class 18 (fiber armor)
  • Hit Points 130 (20d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 22 (+6) 15 (+2) 20 (+5) 14 (+2) 17 (+3)

  • Saving Throws Dex +11, Con + 7, Wis +7
  • Skills Acrobatics +11, Deception +8, Perception +7, Persuasion +13, Piloting +15, Sleight of Hand +11, Stealth +11
  • Damage Resistances ion, poison
  • Condition Immunities charmed, frightened, stunned
  • Senses passive Perception 17
  • Languages Galactic Basic, Shryiiwook, Mon Cal, Mando'a, Zabraki
  • Challenge 13 (10,000 XP)

Shoot First. When combat begins the scoundrel may take its turn immediatly before the initiative order is determined. After, initiative is rolled by all those in combat including the scoundrel.

Avoidance. If the scoundrel 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.

Bad Feeling. When the scoundrel rolls for initiative, it can move up to 30ft. This movement happens before the initiative order is determined.

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

Debilitating Strikes (1/turn). When the scoundrel scores a hit with a ranged weapon attack, it can choose an effect from the following options:

Bleeding Wound. The scoundrel attempts to create a lingering wound in the target for one minute. The target must make a DC 17 Constitution saving throw. On a failed save, at the start of each of the target’s turns, it loses 1d6 hit points and repeats this saving throw, ending the effect on a success. This damage can’t be reduced in any way.

Crippling Pain. The scoundrel attempts to cause cause distracting pain in the target. The target must make a DC 17 Constitution saving throw. On a failed save, it has disadvantage on attack rolls until the end of the scoundrel's next turn.

Hampering Shot. The scoundrel attempts to hamper the target’s movement. The target must make a DC 17 Constitution saving throw. On a failed save, its movement speed is reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

Sneak Attack (1/turn). The scoundrel deals an extra 17 (5d6) 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 scoundrel that isn't incapacitated and the scoundrel doesn't have disadvantage on the roll.

Tech Resistance. The scoundrel has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The scoundrel makes two weapon attacks.

Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160, one target. Hit: 15 (2d8+6) energy damage.

Dirty Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage, and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.

Fan the Hammer (1/day). The scoundrel forgoes its proficiency bonus and makes 6 heavy pistol shots against its choice of any creatures it can see within 160 feet, and it can direct them all towards one creature. On a hit, a creature takes normal weapon damage and must make a DC 17 Constitution saving throw or be unable to use reactions until the start of the scoundrel's next turn. The scoundrel has advantage on any attack roll against a creature within normal weapon range.

Reactions

Hightail It. If a creature targets the scoundrel with an attack, it rolls up to 30 feet to an unoccupied space it can see. The triggering attack is made with disadvantage, and until the start of the scoundrel's next turn, its AC increases by 6.

 

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