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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. \pagebreak ___ > ## 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. \pagebreak ## 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. \pagebreak ___ > ## 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. \pagebreak ## 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. ___