Hiime's Holocron of Hostiles

by HiimeHiimu

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Hiime's Holocron of Hostiles

Inquisitorius


Purge Trooper

Medium humanoid, lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 42 (6d8 + 12)
  • Speed 30 ft.

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

  • Skills Perception +2, Stealth +5, Survival +2
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 3 (700 XP)

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 blaster rifle or stock strike attacks.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 12 (2d8+3) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage.

Reactions

Force Backlash. When the purge trooper succeeds on 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 attack range of the caster, it can immediately make a weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.


Imperial Inquisitor

Medium humanoid, lawful dark


  • Armor Class 16 (Fiber armor)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

  • Saving Throws Dex +7, Cha +6
  • Skills Acrobatics +7, Intimidation +6, Perception +4, Stealth +7, Survival +4
  • Senses passive Perception 14
  • Languages Galactic Basic, two others of your choice
  • Challenge 10 (5,900 XP)

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

Jedi Hunter. The inquisitor 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 inquisitor deals one extra die of damage with its weapons (included).

Sneak Attack (1/Turn). The inquisitor 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 inquisitor that isn't incapacitated and the inquisitor doesn't have disadvantage on the roll.

Spinning Doubleblade. As a bonus action, the inquisitor makes a Charisma (Intimidation) check against a creature it can see that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. On a success, it can use it's Sneak Attack against that target even if it doesn't have advantage on the attack roll, but not if it has disadvantage on it. This benefit lasts for 1 minute or until it successfully uses this ability against a different target.

War Casting. When the inquisitor uses an action to cast a force power, they can use a bonus action to make a Doublesaber attack.

Forcecasting. The inquisitor is a 10th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with force attacks, 30 force points). It knows the following force powers:

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

1st level: fear, force jump, hex, sap vitality, sense force

2nd level: animate weapon, drain vitality, force sight, mind spike

3rd level: choke, force suppression, sever force

4th level: drain life

Actions

Multiattack. The inquisitor makes three Doublesaber attacks

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

Umbaran Militia


Millicreep Droid

Tiny droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 2 (1d4)
  • Speed 25 ft.

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

  • Damage Vulnerabilities ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

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

Actions

Electrified Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) lightning 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.


Umbaran hover tank

Huge construct, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 95 (10d12 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 17 (+3) 12 (+1) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease
  • Senses passive Perception 10
  • Languages -
  • Challenge 9 (5,000 XP)

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

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

Vulnerable Interior. The Hover Tank's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Actions

Multiattack The Hover Tank makes two Electromagnetic Plasma Cannon attacks.

Electromagnetic Plasma Cannon The Hover Tank launches a plasma shell (150/300). target must be at least 15 ft away from the Hover Tank. The blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.


Impeding Assault Tank (IAT)

Huge construct, unaligned


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

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 19 (+4) 12 (+1) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease
  • Senses passive Perception 10
  • Languages -
  • Challenge 13 (10,000 XP)

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

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

Vulnerable Interior. IAT's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It also automatically fails all Dexterity saving throws from such effects that occur in its interior.

Ray Shielded. The IAT is covered in a ray shield, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the IAT takes no damage from that attack. If the IAT takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Actions

Multiattack. The IAT can use its Ram. It then makes three attacks with its Anti-Personnel Blaster Cannons or takes the Fusillade action.

Anti-Personnel Blaster Cannons. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 11 (1d10+5) energy damage.

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

Fusillade. The IAT fires in every direction. All creatures standing within 40 feet of the IAT must make a DC 16 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.


Umbaran mobile heavy cannon (UMHC)

Huge construct, unaligned


  • Armor Class 19 (armor plating)
  • Hit Points 152 (16d12 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 17 (+3) 12 (+1) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances Psychic
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, disease
  • Senses passive Perception 10
  • Languages -
  • Challenge 12 (8,400 XP)

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

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

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

Actions

Multiattack The UMHC makes two attacks with its Repeating Blaster Cannons. It then make the Electromagnetic Plasma Cannon or the Stomp action.

Anti-Personnel Blaster Cannons. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 10 (1d10+4) energy damage.

Stomp. All creatures standing within the UMHC's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.

Electromagnetic Plasma Cannon. The UMHC launches a plasma shell (150/300). target must be at least 15 ft away from the UMHC. The blast has a 15 foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Misc


Trooper, Riot

Medium humanoid, any alignment


  • Armor Class 17 (light battle armor, medium physical shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

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

  • Skills Athletics +3, Perception +2, Persuasion +3
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 1 (200 XP)

Actions

Multiattack. The trooper makes two melee weapon attacks.

Electrobaton. Melee Weapon Attack: +5 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.


 

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