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___ > ## Purge Trooper, Commander >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 104 (16d8 + 32) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|14 (+2)|11 (+0)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +7, Wis +5 > - **Skills** Insight +5, Intimidation +3, Perception +5, Stealth +7, Survival +5 > - **Senses** passive Perception 15 > - **Languages** Galactic Basic, one other > - **Challenge** 5 (1,800 XP) > ___ > ***Cover to Cover.*** Attack rolls made against the trooper on its turn are made with disadvantage. > > ***Force Resistance.*** The trooper has advantage on saving throws against Force powers and other force effects. > > ***Jedi Hunter.*** The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force. > > ***Surprise Attack.*** If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. > > ***Training Inquisitorius.*** The purge trooper deals one extra die of damage with its weapons (included). > ### Actions > ***Multiattack.*** The purge trooper makes two melee weapon attacks or three ranged weapon attacks. > > ***Blaster Rifle.*** *Ranged Weapon Attack:* +7 to hit, range 100/400 ft., one target. *Hit:* 13 (2d8+4) energy damage. > > ***Bash.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 10 (2d8+1) kinetic damage. > > ***Shock Grenade (3/day).*** The purge trooper throws a grenade, choosing a point within 35 ft. Each creature within 10 feet of the point must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn. > ### Reactions > ***Force Backlash.*** When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks. ___ > ## Purge Trooper, Electrobaton >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 15 (combat suit) > - **Hit Points** 72 (13d8 + 13) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|12 (+1)|11 (+0)|13 (+1)|11 (+0)| >___ > - **Saving Throws** Dex +6, Wis +4 > - **Skills** Acrobatics +6, Perception +4, Stealth +6, Survival +4 > - **Senses** passive Perception 14 > - **Languages** Galactic Basic, one other > - **Challenge** 5 (1,800 XP) > ___ > ***Aggressive.*** As a bonus action, the trooper can move up to its speed toward a hostile creature it can see. > > ***Force Resistance.*** The trooper has advantage on saving throws against Force powers and other force effects. > > ***Jedi Hunter.*** The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force. > ### Actions > ***Multiattack.*** The purge trooper makes four melee weapon attacks. > > ***Electrobatons.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of their next turn. On a success the target takes half damage and isn't shocked. > ### Reactions > ***Force Backlash.*** When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks. > > ***Parry.*** The purge trooper adds 3 to its AC against one melee attack that would hit it. To do so, the trooper must see the attacker and be wielding a melee weapon. \pagebreakNum ___ > ## Purge Trooper, Electrohammer >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 17 (assault armor) > - **Hit Points** 77 (14d8 + 14) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|13 (+1)|11 (+0)|13 (+1)|11 (+0)| >___ > - **Saving Throws** Str +7, Wis +4 > - **Skills** Athletics +7, Intimidation +3, Perception +4, Survival +4 > - **Senses** passive Perception 14 > - **Languages** Galactic Basic, one other > - **Challenge** 5 (1,800 XP) > ___ > ***Aggressive.*** As a bonus action, the trooper can move up to its speed toward a hostile creature it can see. > > ***Force Resistance.*** The trooper has advantage on saving throws against Force powers and other force effects. > > ***Jedi Hunter.*** The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force. > > ***Training Inquisitorius.*** The purge trooper deals one extra die of damage with its weapons (included). > ### Actions > ***Multiattack.*** The purge trooper makes two melee weapon attacks. > > ***Electrohammer.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (3d4+4) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of their next turn. On a success the target takes half damage and isn't shocked. > > ***Shockwave (Recharge 5 or 6).*** The purge trooper slams its hammer into the ground, creating a shockwave that extends in a 10-foot radius centered on itself. Each creature in the area must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) lightning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. away fron the trooper into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone. > ### Reactions > ***Force Backlash.*** When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks. ___ > ## Purge Trooper, Electrostaff >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 16 (battle armor) > - **Hit Points** 98 (15d8 + 30) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|17 (+3)|14 (+2)|11 (+0)|14 (+2)|11 (+0)| >___ > - **Saving Throws** Dex +6, Wis +5 > - **Skills** Perception +5, Stealth +6, Survival +5 > - **Senses** passive Perception 15 > - **Languages** Galactic Basic, one other > - **Challenge** 5 (1,800 XP) > ___ > ***Aggressive.*** As a bonus action, the trooper can move up to its speed toward a hostile creature it can see. > > ***Double-Strike.*** When the purge trooper misses with a melee weapon attack, it can immediately make another melee attack as a bonus action against the same target. Alternatively, if the trooper lands two electrostaff attacks against the same target, it can instead use its bonus action to make one additional attack. > > ***Force Resistance.*** The trooper has advantage on saving throws against Force powers and other force effects. > > ***Jedi Hunter.*** The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force. > > ***Training Inquisitorius.*** The purge trooper deals one extra die of damage with its weapons (included). > ### Actions > ***Multiattack.*** The purge trooper makes two melee weapon attacks. > > ***Electrostaff.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of their next turn. On a success the target takes half damage and isn't shocked. > ### Reactions > ***Force Backlash.*** When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.