Zee'Pav's Directory of Adversaries and Antagonists

by Zepavil

Search GM Binder Visit User Profile

Zee'pav's Directory of Adversaries and Antagonists

A collection of encounters for any Star Wars adventure

Contents

Coruscant Underworld Beastiary

  • A World Below [Pg. 4]
  • Cthons [Pg. 5]
  • Stone Mites [Pg. 6]
  • Corridor Ghoul [Pg. 8]
  • Coriscani Ogre [Pg. 9]
  • Conduit Worm [Pg. 10]
  • Garbage Worms [Pg. 11]
  • Ratidillo [Pg. 12]
  • Vongspawn Variants [Pg. 13]

The HUTCA Enlistments

  • The Ugor [Pg. 17]
  • Ugor Collector, Ugor Relic Hunter [Pg. 18]
  • Ugor Convoy Monk, Ugor Priest-Scientists [Pg. 19]
  • Ugor Waste Zealot, Ugor Prophet [Pg. 20]
  • Ugor Crusader, Ugor Holy Inquisitor [Pg. 21]
  • Ugor High Priest [Pg. 22]
  • Ugor Speaker of Truth, Ugor Tax Chaplain [Pg. 23]
  • Ugor Bishop-Captain [Pg. 24]

Dark Army

  • Dark Army [Pg. 25]
  • Dark Army Soldier[Pg. 26]
  • Dark Army Hunter, Dark Army Vanguard [Pg. 27]
  • Dark Army Bombardier [Pg. 28]
  • Dark Army Sniper [Pg. 29]
  • Dark Army Controller [Pg. 30]
  • Dark Army Titan [Pg. 31]
  • Dark Army Rancor [Pg. 32]
  • Dark Army Walker [Pg. 33]
  • Dark Army Engineer [Pg. 34]
  • Dark Army General [Pg.35-36]
Coruscant Underworld Beastiary

A world below

Within the dark depths of the undercity of Coruscant lies a collection of mutant creatures built to survive in the dark artificial pits of the galactic city.

Many creatures have evolved to survive the perpetual urban environment, or exist solely to ease the life of the inhabitants of the urban ecumenopolis above. Within this beastiary you will find a collection of different creatures, both aggressive and passive, that you can include in any campaign that brings the players into the dark depths of Coruscant.

Beyond Coruscant

Many of these creatures can also be found beyond the domain of the galactic city. Creatures such as the conduit worm and stone mites have been found sneaking onto starships, and cthon have been known to exist on other planets as slaves to more aggressive races. Garbage worms can be found in the dense trashyards of the galaxy, and even the rare coruscani ogre have been used as a secret labour force by galactic governments in the past. If any of the creatures present here would suit your games outside of the galactic captial, don't be afraid to include them in your campaign!

Yuuzhan'tar and beyond

There was a time where Coruscant was referred to as Yuuzhan'Tar, and was to be the new homeworld of the Yuuzhan Vong before they were defeated in the Yuuzhan Vong War. The planet was eternally changed after the events of the vongforming, warping even the dark pits of the undercity into an unknown and dangerous landscape. The inhabitants of these warped pits were forced to evolve or face extinction, and you can find many variations of the creatures of this description listed at the end of this bestiary.

Dangers of the Beastiary

Below is a table listing each creature present in this section (and their vongspawn variants), as well as the CR they fall under. This is to give DMs easy access to finding the creatures they might need for a quick encounter that would best suit their current party.

Creatures by Challenge Rating

CR Creature
Cthon, Stone Mite 1/8
Cthon, Wrangler 1/4
Stone Mite Cluster 1/2
Swarm of Stone Mites, Feral Cthon 1
Feral Stone Mite Cluster 2
Corridor Ghoul, Conduit Worm 3
Coruscani Ogre 4
Ratidillo, Feral Corridor Ghoul 5
Feral Ratidillo 8
Feral Coruscani Ogre 9
Garbage Worm, Adolescent 10
Garbage Worm, Ancient, Feral Garbage Worm 16

Cthon

The cthon are a mutant people descended from humans that were banished into Coruscant's undercity long ago. Since then they have lived as flesh-eating scavengers, harnessing simple technology to assist them in capturing their prey.

Wrangler Cthon

A wrangler amongst the cthon savages are ones who have managed to obtain items that can aid them in the capture of their prey, utilizing electroshock nets and basic vibroweapons they have managed to scavenge. The electroshock net it carries only has enough battery power to use once, so it usually uses it on the biggest prey.


Cthon

Medium aberration, chaotic dark


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

  • Condition Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened (Blind Beyond This Radius), passive Perception 9
  • Languages Understands Galactic Basic but can't speak it
  • Challenge 1/8 (25 xp)

Blind Senses. The cthon can't use its blindsight while deafened and unable to smell.

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

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

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.


Cthon, Wrangler

Medium aberration, chaotic dark


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 8 (-1) 8 (-1) 6 (-2)

  • Condition Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened (Blind Beyond This Radius), passive Perception 9
  • Languages Understands Galactic Basic but can't speak it
  • Challenge 1/4 (50 xp)

Blind Senses. The cthon can't use its blindsight while deafened and unable to smell.

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

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

Actions

Vibrospear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) kinetic damage, or 6 (1d8 + 2) kinetic damage if used with two hands to make a melee attack.

Electroshock Net (Single Use). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained, and must succeed a DC 12 Constitution saving throw or become stunned for 1 minute. A creature that failed the saving throw can reroll the saving throw at the end of each of its turns, ending the stunned condition on a success. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect(s) on a success. Dealing 5 kinetic or energy damage to the net (AC 10) frees the target without harming it and destroys the net.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.

Stone Mite

Deep within the bowels of Coruscant is an insectoid that feats on metal and stone, using a combination of assets that are genetically sound to tear through solid hulls. While these creatures could be found across the galaxy in any place where metals converged, their numbers continued to multiply in the undercity of the galactic city. This is in part due to how difficult it is to get rid of them in mass, as they are immune to most forms of toxin and have incredibly dense shells. One form of damage that could cause them major harm was methods that would commonly damage metals, such as subjecting them to accelerated rust.

Stone Mite Cluster

Three stone mites would commonly cluster together to form a symbiotic ternary that increased the durability of their shells. This was one of the most common ways you would find a stone mite during its feeding process.

Swarm of Stone Mites

Often when a stone mite colony was found, attempts to exterminate it would call on the anger of the swarm. While they weren't particularly deadly, the electrical shocks they could deliver in large quantities could cause substantial damage, as well as their ability to the dissolve protective gear made of metals of their exterminators if they weren't fully prepared for encountering the creatures.


Stone Mite

Tiny beast, unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 3 (1d4 + 1)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 2 (-5) 11 (+0) 3 (-4)

  • Skills Stealth +2
  • Damage Resistances kinetic, ion and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 xp)

Mineral Scent. The stone mite can pinpoint, by scent, the location of metal and stone within 30 feet of it.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage plus 2 (1d4) acid damage.

Electric Shock. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) lightning damage.

Corrode. The stone mite corrodes a nonenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 1-inch cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the stone mite's touch.

If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.


Stone Mite Cluster

Tiny beast, unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 11 (3d4 + 3)
  • Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 13 (+1) 3 (-4) 13 (+1) 3 (-4)

  • Skills Stealth +1
  • Damage Resistances kinetic, ion and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1/2 (100 xp)

Mineral Scent. The stone mites can pinpoint, by scent, the location of metal and stone within 30 feet of them.

Actions

Multiattack. The stone mite cluster can make two attacks with either its bite or its electric shock, and use its Corrode.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage plus 2 (1d4) acid damage.

Electric Shock. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d10 + 1) lightning damage.

Corrode. The stone mites corrodes a nonenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the stone mites' touch.

If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.


Swarm of Stone Mites

Large swarm of Tiny beasts, unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 52 (8d10 + 8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 13 (+1) 2 (-5) 11 (+0) 3 (-4)

  • Damage Resistances kinetic, ion and energy
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, grappled, paraylzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1 (200 xp)

Mineral Scent. The swarm can pinpoint, by scent, the location of metal and stone within 30 feet of it.

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

Corrosive Retaliation. Any nonenhanced weapon made of metal or stone that hits the swarm corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonenhanced ammunition made of metal that hits the swarm is destroyed after dealing damage.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 6 (2d4 + 1) kinetic damage plus 5 (2d4) acid damage, or 3 (1d4 + 1) kinetic damage plus 2 (1d4) acid damage if the swarm has half its hit points or fewer.

Electric Shock. Melee Weapon Attack: +3 to hit, reach 0 ft., one target within the swarm. Hit: 8 (2d6 + 1) lightning damage.

Corrode. The swarm corrodes a nonenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 5-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the swarm's touch.

If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it corrodes as described in the Corrosive Retaliation trait.

Corridor Ghoul

Territorial creatures lurk in the dark depths of Coruscant. The corridor ghoul is a hound-like creature that is completely blind, instead using echolocation to locate nearby creatures to feast on. While they are quite aggressive, they guard their territory above all else and will not pursue those that leave its grounds. Those navigating the undercity can usually avoid all contact with corridor ghouls if they remain outside the bounds of their territory.


Corridor Ghoul

Medium beast, unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Condition Immunities blinded
  • Senses blindsight 60 ft. or 10 ft. while deafened (Blind Beyond This Radius), passive Perception 15
  • Languages
  • Challenge 3 (700 xp)

Blind Senses. The corridor ghoul can't use its blindsight while deafened and unable to smell.

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

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

Actions

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

Sonic Scream (Recharge 5-6). The corridor ghoul uses a high pitch scream, immediately damaging the ears of all creatures in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 21 (6d6) sonic damage on a failed save and are deafened until the corridor ghoul's next turn, or half as much damage and aren't deafened on a successful one.

Coruscani Ogre

The corsucani ogre, for the most part, has an unknown history. The primitive species existed deep within the underworld of Coruscant, using basic tools and weapons such as clubs and rags to cover parts of their body. The rare encounters with these creatures usually ended in violence, so it was unknown just how much intelligence the creature is capable of. While they typically avoided contact with sentient aliens, those that did crosspaths with the beasts rarely came back alive.


Coruscani Ogre

Large beast, chaotic dark


  • Armor Class 11
  • Hit Points 126 (12d10 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 20 (+5) 5 (-3) 7 (-2) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages Galactic Basic
  • Challenge 4 (1,100 xp)

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

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

Actions

Multiattack. The coruscani ogre makes two attacks: one with its slam and one with its club.

Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.

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

Reactions

Unbridled Fury. In response to being hit by a melee attack, the coruscani ogre can make one melee attack with advantage against the attacker.

Conduit Worm

Native to Coruscant, conduit worms are creatures that consume electricity by replacing conduit lines with their own organs. These creatures could grow to several hundred feet long and could even cause black outs in smaller districts in Coruscant. An untreated infestation could lead to a swarm around locations of substantial electrical generation. They would often sneak into ships and consume their electrical wiring, even while the ship was still in flight.

Mechanical vehicles, structures and even droids could suffer from Infested Conduits, which required thorough examination to rid them of the conduit worm infestation. During black outs, conduit worms would often try to find new sources of energy, which they could sense within a certain distance. These included the electrical signals of a creature's brain.

Infested Conduits

This disease targets droids and mechanical vehicles, large objects and structures, ignoring their immunities to disease. While infested with at least one conduit worm, the electrical currents within the target falter and weaken as it is consumed by the conduit worm.

Symptoms manifest 1d4 hours after infestation, including having problems activating and suffers moments of faultiness. If the target is a droid, it only recovers half as many hit die as usual during a long rest (rounded up) and has disadvantage on Constitution saving throws. If the target is a vehicle or construct, it's movement speed is reduced by a quarter and has disadvantage on Constitution saving throws. If the target is an object or structure, consider some of the following effects:

  • If the object is a device such as a generator, the user makes a random roll to determine if the object even activates or stays on at all.
  • If the the target is a structure, the doors have trouble opening, the lights flicker on and off or can't even turn on, and other functions that require electricity has difficulty working.

Infested Conduits can be cured over a period of several hours by a creature other than the target by succeeding a DC 15 Intelligence (Technology) check and removing conduit worms from the target. The duration takes 1 hour + 2 hours for each size the target is larger than Medium.


Conduit Worm

Gargantuan beast, unaligned


  • Armor Class 8
  • Hit Points 100 (8d20 + 16)
  • Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 14 (+2) 1 (-5) 2 (-4) 1 (-5)

  • Damage Resistances kinetic
  • Damage Immunities lightning
  • Condition Immunities shocked
  • Senses darkvision 60 ft., passive Perception 6
  • Languages
  • Challenge 3 (700 xp)

Electrical Sense. The conduit worm can pinpoint the location of electrical signals within 60 feet of it, which include organic signals such as those produced by a brain.

Lightning Absorption. Whenever the conduit worm is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Extremely Thin. The conduit worm can move through a space as narrow as 5-feet wide without squeezing. It can move through a space as narrow as 1-inch if it squeezes.

Actions

Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Strength saving throw or be restrained until the grapple ends.

Infest Brain. Melee Weapon Attack: + to hit, reach 5 ft., one restrained or incapacitated humanoid grappled by the conduit worm. Hit: The target takes 55 (10d10) kinetic damage. If the damage reduces the target to 0 hit points, the conduit worm kills the target by piercing into and fatally damaging the brain.

Energy Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one droid or construct grappled by the conduit worm. Hit: 13 (2d10 + 2) kinetic damage, and the conduit worm regains hit points equal to the damage dealt.

Garbage Worm

Deep within the dumping grounds of the galactic city lie the garbage worms. Massive artifically created life, these creatures are essentially for handling Coruscant's massive excess of trash. Capable of dissolving any recoverable metals, organic materials and plastics, these creatures are constantly busy in the garbage level of the planet. Their glass-like scales were seen as precious, and the ones that lived exceptionally old lives could grow several hundred feet long and several feet wide. They weren't exclusive to Coruscant, living for the same purpose on other planets such as Raxus Prime and Belsavis.


Garbage Worm, Adolescent

Huge beast, unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 7 (-2) 20 (+5) 1 (-5) 6 (-2) 4 (-3)

  • Damage Resistances acid, poison; kinetic, energy and ion from nonenhanced weapons
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 8
  • Languages
  • Challenge 10 (5,900 xp)

Consume All. The worm has advantage on all Constitution saving throws it makes from effects due to consuming an object or creature.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage at the start of each of the worm's turns.

If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 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 worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Garbage Worm, Ancient

Gargantuan beast, unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 413 (25d20 + 150)
  • Speed 50 ft., burrow 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

  • Damage Resistances acid, poison; kinetic, energy and ion from nonenhanced weapons
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 16 (15,000 xp)

Consume All. The worm has advantage on all Constitution saving throws it makes from effects due to consuming an object or creature.

Actions

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 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 worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Ratidillo

Ratidillos, also known by other names such as rat monsters or kragget rats, are a species of rat that were huge and heavily armoured, dwelling in the deepest regions of Coruscants undercity. Covered in a row of lethal spikes that ran down its back and equipped with two large tusks that protruded from its mouth, they were aggressive scavengers capable of defending what little food they could find.


Ratidillo

Large beast, unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 94 (9d10 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 21 (+5) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +6
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages
  • Challenge 5 (1,800 xp)

Standing Leap. The ratidillo's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) kinetic damage.

Deadly Leap. If the ratidillo jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 25 (6d6 + 4) kinetic damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the ratidillo's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the ratidillo's space.

Vongspawn Variants

Below is a list of vongspawn variants for most of the creatures present in this beastiary. These creatures are deadlier than their normal counterparts, warped by the vongforming of the planet and Yuuzhan Vong viruses. While the world brain still lived on Coruscant, they were controlled, but since its death they have become feral, hence the prefix of the statblocks below. These creatures are best suited for a post-Yuuzhan Vong era, but could be used as mutated versions of the originals if you want to add any of the following creatures to a encounter pre-dating this era. These creatures can sometimes come in larger sizes than their original counterparts.


Feral Cthon

Medium aberration, chaotic dark


  • Armor Class 14 (Natural Armour)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 6 (-2) 8 (-1) 6 (-2)

  • Condition Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened (Blind Beyond This Radius), passive Perception 9
  • Languages Understands Galactic Basic but can't speak it
  • Challenge 1 (200 xp)

Blind Senses. The cthon can't use its blindsight while deafened and unable to smell.

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

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

Actions

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage. The target must succeed a DC 12 Constitution saving throw or become poisoned for 1 minute. The creature can reroll the saving throw at the end of each of its turns, ending the effect on a success.


Feral Stone Mite Cluster

Tiny aberration, unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 17 (3d4 + 9)
  • Speed 15 ft., climb 15 ft.

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

  • Skills Stealth +2
  • Damage Resistances kinetic, ion and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 xp)

Mineral Scent. The stone mites can pinpoint, by scent, the location of metal and stone within 30 feet of them.

Actions

Multiattack. The stone mite cluster can make two attacks with either its bite or its electric shock, and use its Corrode.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage plus 4 (1d8) acid damage.

Electric Shock. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) lightning damage.

Corrode. The stone mites corrodes a nonenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12 Dexterity saving throw to avoid the stone mites' touch.

If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.


Feral Corridor Ghoul

Large aberration, unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 85 (10d10 + 30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 6 (-2) 13 (+1) 6 (-2)

  • Skills +5 Perception
  • Condition Immunities blinded
  • Senses blindsight 60 ft. or 10 ft. while deafened (Blind Beyond This Radius), passive Perception 15
  • Languages
  • Challenge 5 (1,800 xp)

Blind Senses. The corridor ghoul can't use its blindsight while deafened and unable to smell.

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

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

Actions

Multiattack. The vongspawn corridor ghoul makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) kinetic damage.

Sonic Scream (Recharge 5-6). The corridor ghoul uses an enhanced high pitch scream, immediately damaging the ears of all creatures in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) sonic damage on a failed save and are deafened until the corridor ghoul's next turn, or half as much damage and aren't deafened on a successful one.


Feral Coruscani Ogre

Huge aberration, chaotic dark


  • Armor Class 15 (Natural Armour)
  • Hit Points 162 (12d12 + 84)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 24 (+7) 5 (-3) 7 (-2) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages Galactic Basic
  • Challenge 9 (5,000 xp)

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

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

Actions

Multiattack. The coruscani ogre makes two attacks: one with its greatclub and one with its bite.

Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) kinetic damage.

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

Reactions

Unbridled Fury. In response to being hit by a melee attack, the coruscani ogre can make one melee attack with advantage against the attacker.


Feral Garbage Worm

Gargantuan beast, unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

  • Damage Resistances acid, poison; kinetic, energy and ion from nonenhanced weapons
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 16 (15,000 xp)

Consume All. The worm has advantage on all Constitution saving throws it makes from effects due to consuming an object or creature.

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

Actions

Multiattack. The worm makes two attacks: one with its bite and one with its stinger.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 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 worm. If the worm 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 Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 22 (3d6 + 9) kinetic damage and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.


Feral Ratidillo

Large beast, unaligned


  • Armor Class 20 (Natural Armour)
  • Hit Points 138 (12d10 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 22 (+6) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +6
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages
  • Challenge 8 (3,900 xp)

Standing Leap. The ratidillo's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) kinetic damage.

Deadly Leap. If the ratidillo jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 42 (8d8 + 6) kinetic damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the ratidillo's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the ratidillo's space.

The HUTCA Enlistments

The Ugor

In the galaxy there exists a strange, salvage-worshiping species of protozoans known as the Ugor. These slimy creatures would often zealously covet trash, their entire species religiously collecting it and often scaring off anyone else in pursuit. Dump sites were considered sacred ground that they would often siege ones fashioned by other species in order to claim it as their own. As they were very unpleasant to deal with these scavengers could quite easily come into conflict with other races, especially over their fanatacism over garbage.

The Holy Ugor Taxation Collection Agency and Other Operations

The ugor had a collection of different operations dedicated to the collection of trash, including the Dismantled Droid Disposal Device, the Ugor Salvage Company, and Waste Haulers Unlimited. With jurisdiction over these was the Holy Ugor Taxation Collection Agency (HUTCA), an association so powerful that they had jurisdiction over every member of the ugor species. The agency was headed by a single leader, but the post changed almost hourly due to the complexity of Ugor negotiations. In practice, HUTCA and the government were so mired in red tape that its ability to affect actual change and enforce existing regulations was negligible.

Religious Devotion

The ugor were an incredibly religious race. Their beliefs often led to regular prayers, believe that some of their greatest enemies were sent by malevolent entities such as the Anti-Prophet, and even performed live sacrifices for their gods. They also held a strong disrespect for droids, and were forbidden as visitors on their vessels. Their religion was intertwined with their societal government and the framework for their legal and legislative framework. The legal system was known as Ugorian Divine Law. This often influenced the species names for official titles, such as "Tax Chaplain," "Chief Tax Chaplain," and "Reverend Auditor." However, sometimes a ugor would put aside its religious beliefs in a conflict of interest if paid a hefty bribe.

Violent Relations

Ugors hated other scavenging races. Creatures such as jawas and squibs were the common enemy of the ugor, and they work towards weakening their foes and make them insignificant. Of all the scavengers, ugors hated squibs the most due to the fierce competition that the squibs provided with their waste recovery market. Regardless of species, ugors believed they had a right to any garbage they touch and would fight for that right against any foe. Only the truly terrifying and strong could deter the ugor from laying claim to such holy relics.

Dangers of the Enlistments

Below is a table listing each creature present in this section, as well as the CR they fall under. This is to give DMs easy access to finding the creatures they might need for a quick encounter that would best suit their current party.

CR Creature
1/8 Ugor Collector
1/2 Ugor Relic Hunter
1 Ugor Convoy Monk, Ugor Priest-Scientist
2 Ugor Waste Zealot
3 Ugor Prophet
4 Ugor Crusader
5 Ugor Holy Inquisitor
6 Ugor High Priest
8 Ugor Speaker of Truth
10 Ugor Tax Chaplain
13 Ugor Bishop-Captain

Collectors

Ugor collectors are scavengers that explore the many wastes of the galaxy, commonly found sifting through the rubble of broken starships or grabbing "holy relics" from scrapyards. They can act aggressive to any who come near their salvage.

Relic Hunter

The relic hunters of the ugor usually seek out prime salvage to return to their home system of Paradise. They treasure the broken pieces of once highly prized technology or valuables, hoping to earn praise from the priest-scientists of the HUTCA.


Ugor Collector

Medium humanoid (ugor), neutral dark


  • Armor Class 11 (durafiber combat suit)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 14 (+2) 7 (-2) 9 (-1) 8 (-1)

  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 9
  • Languages Ugor, Galactic Basic
  • Challenge 1/8 (25 XP)

Agile. The ugor collector gains +1 to its Dexterity checks and saving throws, and gains 5 feet of additional movement (already included in speed).

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Actions

Light slugpistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.


Ugor Relic Hunter

Medium humanoid (ugor), neutral dark


  • Armor Class 12 (combat suit)
  • Hit Points 20 (3d8 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 7 (-2) 10 (+0) 8 (-1)

  • Skills +2 Perception
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 12
  • Languages Ugor, Galactic Basic
  • Challenge 1/2 (100 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Actions

Light Repeater. The ugor relic hunter fires a spray in the area of a 10-foot cube within range with shots within 240 ft. Each creature in the area must succeed a DC 12 Dexterity saving throw or take 5 (1d6 + 2) energy damage. If the targets are beyond 60 feet of the ugor relic hunter, they have advantage on the saving throw.

Convoy Monk

The ugor have their own holy monks among them, travelling far from home in search of prizes. These ugor are usually old, experienced travellers and scavengers, acting as guides to other ugors on scrapyard planets and defenders of precious garbage.

Priest-Scientist

The technicians of the ugor people, the priest-scientists usually investigate the sacred salvage returned to paradise to see if there is possible functionality to the items, and whether or not the divine properties of such recovered relics can aid the HUTCA.


Ugor Convoy Monk

Medium humanoid (ugor), neutral dark


  • Armor Class 14 (fiber suit)
  • Hit Points 33 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 15 (+2) 7 (-2) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 10
  • Languages Ugor, Galactic Basic
  • Challenge 1 (200 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Actions

Multiattack. The ugor convoy monk can make two attacks: one with its vibrostaff and one with its unarmed strike.

Vibrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage, or 7 (2d4) kinetic damage if used with two hands.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.

Reactions

Deflect Missiles. When the ugor convoy monk takes damage from a ranged attack, it can reduce it by 1d10 + 2. If the damage is reduced to 0 and is kinetic, energy or ion, it can redirect it at another target using its vibrostaff as part of the same reaction. It remakes the ranged attack, and is considered proficient in the attack.


Ugor Priest-Scientist

Medium humanoid (ugor), neutral dark


  • Armor Class 12 (combat suit)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 14 (+2) 9 (-1) 10 (+0)

  • Skills +4 Technology
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 9
  • Languages Ugor, Galactic Basic
  • Challenge 1 (200 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Techcasting. The ugor priest-scientist is a 4th-level techcaster. Its techcasting ability is Intelligence (save DC 12, +4 to hit with power attacks). The ugor has 8 tech points and knows the following powers:

At will: acid splash, haywire, short circuit, vortex shot

1st-level: acid wind, homing rockets, oil slick, voltaic shielding

2nd-level: electromesh, overheat

Actions

Light pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d4 + 2) energy damage.

Waste Zealot

Waste Zealots are warrior ugor, trained to fight against other scavengers and lay claim to dumping grounds for the ugor people. These religious fanatics are highly aggressive, and capable of inspiring others of their race to such violent devotion.


Ugor Waste Zealot

Medium humanoid (ugor), neutral dark


  • Armor Class 16 (Composite Armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 11 (+0) 9 (-1) 12 (+1)

  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 9
  • Languages Ugor, Galactic Basic
  • Challenge 2 (450 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Actions

Multiattack. The ugor waste zealot can make two attacks with its heavy slugpistol, with or without using its rapid property.

Heavy slugpistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 1) kinetic damage.

Heavy slutpistol (Rapid). One target within 160 ft. of the waste zealot must succeed a DC 11 Dexterity saving throw or take 11 (2d8 + 1) kinetic damage. If the target is beyond 40 feet of the waste zealot, they have advantage on the saving throw.

Battle Cry (1/Day). Each creature of the waste zealot's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on all attack rolls until the start of the waste zealot's turn. The waste zealot can then make one attack as a bonus action.

Prophet

Some ugor, as rare as they are, are sometimes gifted with a connection to the Force. Many ugor believe these beings to be gifted by the powers of their mighty deities, and act as holy avatars to the ugor people.


Ugor Prophet

Medium humanoid (ugor), neutral dark


  • Armor Class 13 (or 16 with Battle Precognition)
  • Hit Points 98 (13d8 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 15 (+2) 12 (+1) 14 (+2) 16 (+3)

  • Skills Perception +4
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 14
  • Languages Ugor, Galactic Basic
  • Challenge 3 (700 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Blessings of Garbágina. The prophet adds its Wisdom modifier to its initiative checks.

Forcecasting. The ugor priest-scientist is a 5th-level forcecaster. Its forcecasting ability is Charisma (save DC 13, +5 to hit with power attacks). The ugor has 20 force points and knows the following powers:

At will: burst, denounce, feedback, psychic charge, saber reflect, slow

1st-level: battle precognition, curse, fear, improved feedback, telemetry

2nd-level: affliction, darkness, force confusion, force vision, hallucination

Actions

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

Crusader

When the ugor require soldiers to fight for a cause, either battling their rivals protecting valuable holy items, crusaders are called to the field. Seen as the enforcers of HUTCA, should anyone incur their wrath they would have to learn to deal with these zealous soldiers.


Ugor Crusader

Medium humanoid (ugor), neutral dark


  • Armor Class 17 (Composite Armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1)

  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 10
  • Languages Ugor, Galactic Basic
  • Challenge 4 (1100 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Brute. The ugor crusader adds an additional damage die to their weapon attacks (added in the attack description).

Actions

Multiattack. The ugor crusader can make two attacks with its blaster rifle or two attacks with its electrohammer.

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 11 (2d8 + 2) energy damage.

Electrohammer. Melee Weapon Attack:: +4 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) kinetic damage, and the target must succeed a DC 13 Dexterity saving throw or take 2 (1d4) additional lightning damage and be shocked until the start of the crusader's next turn.

Holy Inquisitor

Though rare, some instances can incur such wrath from the ugor and HUTCA that they send inquisitors to seek vengeance on the "heretics". Inquisitors are the saboteurs, assassins and infiltrators capable of causing havoc upon many they come across.


Ugor Holy Inquisitor

Medium humanoid (ugor), neutral dark


  • Armor Class 16 (fiber armor)
  • Hit Points 113 (13d8 + 26)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+2) 9 (-1)

  • Skills Stealth +7, Insight +5
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 12
  • Languages Ugor, Galactic Basic
  • Challenge 5 (700 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Purge the Heretics. If the holy inquisitor starts its turn within 5 feet of two or more hostile creatures, it can make an attack with its doublesword as a bonus action against one of those creatures.

Righteous Vengeance. If the holy inquisitor successfully hits a creature that dealt damage to it after the holy inquisitors last turn, the attack deals 9 (2d8) additional weapon damage.

Actions

Multiattack. The ugor holy inquisitor can make two attacks with its sniper rifle or two attacks with its doublesword.

Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d12 + 4) energy damage.

Doublesword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.

High Priest

The leaders of the priest-scientists, the high priests are experienced engineers who have discovered the secrets of many potent relics over their lifetime. They are revered by the ugor and their contributions to the Paradise system.

Speaker of Truth

An ugor that has cast aside their desire to fit in with the rest of the galaxy, instead opting to embrace their gelatinous form and shapeshifting capabilities. These ugor can be quite a threat, due to their evershifting nature and adaptable abilities.

Tax Chaplain

The tax chaplains and chief tax chaplains of the ugors act as the representatives of their race, and decide who is allowed to enter the borders of Paradise. Many ugor answer to the tax chaplains due to their political power, and these greedy sleezebags can provide quite a bit of trouble to any who need something from them.

Bishop-Captain

With the destruction of the planets of Paradise, many ugor now live abord massive ships that sustain them. The bishop-captains are the commanders of these massive ships, in charge of the population and direct the ships. Their positions usually have them as some of the most important members of HUTCA. These wisened and devoted ugors have years of experience behind them, and are very capable in defending themselves, others and their territory.


Ugor High Priest

Medium humanoid (ugor), neutral dark


  • Armor Class 15 (fiber armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 17 (+3) 11 (+0) 9 (-1)

  • Skills +9 Technology
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 10
  • Languages Ugor, Galactic Basic
  • Challenge 6 (2300 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Fanatical Focus. The high priest has advantage on all concentration checks on tech powers from taking damage.

Techcasting. The ugor priest-scientist is a 7th-level techcaster. Its techcasting ability is Intelligence (save DC 13, +5 to hit with power attacks). The ugor has 14 tech points and knows the following powers:

At will: acid splash, haywire, short circuit, vortex shot

1st-level: acid wind, homing rockets, oil slick, smoke cloud, voltaic shielding

2nd-level: electromesh, mirror image, overheat

3rd-level: debilitating gas, explosion, tech override

Actions

Heavy pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d8 + 3) energy damage.


Ugor Speaker of Truth

Medium humanoid (ugor), neutral dark


  • Armor Class 14 (as Medium size, 13 as Large size, 15 as Small size)
  • Hit Points 153 (18d8 + 72)
  • Speed 25 ft., 25 ft. climb

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 18 (+4) 15 (+2) 13 (+1) 8 (-1)

  • Skills +8 Acrobatics, +7 Athletics, +5 Perception
  • Damage Resistances Kinetic
  • Condition Immunities Grappled, Prone, Restrained
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 11
  • Languages Ugor
  • Challenge 8 (3900 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise.

Sizeshifting. As a bonus action, the speaker of truth can become Large, Small or Medium. If it is Large, it gains advantage on all Strength checks and saving throws, but takes a -1 penalty to its AC. If it Small, it suffers disdavantage on all Strength checks and saving throws, but gains a +1 bonus to its AC.

Amorphous. The speaker of truth can move through a space as narrow as 1 inch wide without squeezing.

Generate Appendage. The speaker of truth can create one additional appendage as a bonus action, to a maximum of ten. The amount of creatures it can grapple equals the amount of appendages it currently has.

Regenerate. The speaker of truth regains 10 hit points at the start of its turn.

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

Developed Senses. The speaker of truth has advantage on all saving throws against being blinded or deafened, and gains advantage on one of the following types of Wisdom (Perception) check: sight, smell, hearing. It chooses which type at the start of its turn.

Actions

Mulitattack. The speaker of truth can make three attacks with its pseudopods.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target is grappled (escape DC 15). A creature grappled this way is restrained.

Change Biology. The speaker of truth creates organs to assist in it surviving in its environment. It gains resistance to one of the following damage types: fire, cold, acid, poison, or it can choose to gain a trait such as the ability to breathe underwater. If it uses this action again, it loses the resistance or trait it chose the last time it took this action.


Ugor Tax Chaplain

Medium humanoid (ugor), neutral dark


  • Armor Class 19 (fiber armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 17 (+3) 19 (+4) 15 (+2) 16 (+3)

  • Skills +6 Insight
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 12
  • Languages Ugor, Galactic Basic
  • Challenge 10 (5900 XP)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Deceitful Defense. The tax chaplain adds its Charisma modifier to its AC (included in the description).

Holy Judgement. Once per turn, the tax chaplain can designate a creature within 60 feet of it that it can see. All allied creatures that can see or hear the tax chaplain deal 1d6 additional damage on all attacks against that creature until the tax chaplain's next turn.

Techcasting. The ugor tax chaplain is a 14th-level techcaster. Its techcasting ability is Intelligence (save DC 16, +8 to hit with power attacks). The ugor has 28 tech points and knows the following powers:

At will: acid splash, haywire, short circuit, vortex shot

1st-level: acid wind, homing rockets, oil slick, smoke cloud, voltaic shielding

2nd-level: electromesh, mirror image, overheat

3rd-level: debilitating gas, explosion, tech override

4th-level: cloaking screen, scan area, synchronicity

5th-level: mislead, paralyze creature

6th-level: carbon fog, scrambling barrier

7th-level: cage, tactical superiority

Actions

Mulitattack. The speaker of truth can make one attack with its heavy pistol or cast a tech power, and use its Direct.

Heavy Pistol. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target is grappled (escape DC 15). A creature grappled this way is restrained.

Direct (Recharge 5-6). The tax chaplain commands an allied creature within 30 feet that can see or hear it to attack a creature the tax chaplain targets within 60 feet. The creature can use its reaction to make a weapon attack against the chosen creature.



Ugor Bishop-Captain

Medium humanoid (ugor), neutral dark


  • Armor Class 19 (composite armor and medium energy shield)
  • Hit Points 170 (20d8 + 80)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 19 (+4) 16 (+3) 17 (+3) 18 (+4)

  • Saving Throws +10 Dex, +9 Con, +8 Int
  • Skills +7 Perception, +8 Piloting
  • Damage Resistances kinetic, ion and energy damage from non-enhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., blindsight 30 ft., passive Perception 12
  • Languages Ugor, Galactic Basic
  • Challenge 13 (10000)

Moldable Pseudopodia. The ugor can use a bonus action to change the shape of their appendages to facilitate the use of a basic tool, such as a knife, bag, lock-pick, shovel, umbrella, or vise. If it is fashioned into a weapon, they are treated as proficient in any attacks made with it, and it deals 1d4 kinetic damage.

Formless Body. The ugor can move through spaces as if it were a Small creature.

Zealous Command. All allied creatures within 30 feet of the bishop-captain are immune to being frightened.

Martial Advantage. Once per turn, the bishop-captain can deal 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the bishop-captain that isn't incapacitated.

Saving Face (3/Day). When the bishop-captain would miss a weapon attack against a creature, it can gain a +1 bonus for each allied creature it can see within 30 feet (to a maximum of +5). If the attack would hit with the bonus, the attack successfully hits.

Point Blank Range. The ugor bishop-captain cannot suffer disadvantage on any ranged attacks against targets within 10 feet.

Final Stand. If the ugor bishop-captain is reduced to 0 hit points, it can immediately take an action delaying the damage. It must use this action to cast a tech-power or make an attack against a creature. The damage then proceeds to bring the bishop-captain to 0 hit points.

Innate Techcasting. The ugor bishop-captains’s techcasting ability is Intelligence (tech save DC 16). The bishop-captain can innately cast the following tech powers:

At-will: combustive shot, element of surprise

2/day: translocate, flaming shots

1/day: salvo

Actions

Multiattack. The ugor bishop-captain makes two attacks with its revolver, with or without the rapid property, and one with its shield bash.

Revolver. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit 9 (1d8 + 5) kinetic damage.

Revoler (Rapid.) One target within 120 ft. of the bishop captain must succeed a DC 18 Dexterity saving throw or take 14 (2d8 + 5) kinetic damage. If the target is beyond 30 feet of the bishop-captain, they have advantage on the saving throw.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4 + 5) kinetic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Execute. Ranged Weapon Attack: +10 to hit, range 10 ft., one prone creature. Hit 41 (8d8 + 5) kinetic damage.

Reactions

Emergency Shielding. The bishop-captain adds 5 to its AC against on ranged attack that would hit it. To do so, the bishop-captain must see the attacker.

Dark Army

A long time ago, in a galaxy far far away, anything is possible. With many thousands upon thousands of years of culture, society and developments across the galaxy, forces normally recognizable could turn into something very different.

The below statblocks are a representation of such an evolution. While it has no real Star Wars reflection to point at, they could be flavoured in any way shape of form to better fit the designs of your campaign. Originally designed as a group of former sith who followed a visionary who believed in using the power of the Dark Side alongside military might and unity on the field of battle, these individuals are loyal and merciless soldiers who work better in teams rather than alone.

Elite Dangers

A single soldier from this group would outclass one from a common military. Each member carries the strength of a skilled sith warrior armed with dense armour and high-grade blasters, making them far more fortified. What they lack in agility they make up for in strategy, and facing a group could often spell disaster for any who encounter them.

Dangers of the Dark Army Soldiers

Below is a table listing each creature present in this section, as well as the CR they fall under. This is to give DMs easy access to finding the creatures they might need for a quick encounter that would best suit their current party.

CR Creature
5 Dark Army Soldier
6 Dark Army Hunter
8 Dark Army Vanguard
9 Dark Army Bombardier, Dark Army Sniper
10 Dark Army Controller
13 Dark Army Titan
16 Dark Army Rancor
19 Dark Army Walker
20 Dark Army Engineer
21 Dark Army General (22 with Lair)

Soldier

The footmen of the army, the soldier is the most common. Each member must at least meet the level of power of a soldier before they are called to join the faction. Soldiers excel at both range and close combat, more than happy to pull out their greatsabers to leave openings for their allies and utilize the force to telekinetically throw their foes around.

Hunter

Hunters are more comfortable at range and taking on large groups due to their powerful blaster cannon and greater telekinetic powers. They will often search for more agile targets to slam telekinetically into the ground for their allies.

Vanguard

Far more equipped to deal with punishment due to their dense armor and large shields, vanguards will either stand near important allies to guard them, or attempt engage in melee to shove their foes to the floor. Thanks to its mastery over defense and the force, it can even pull oncoming blows meant for allies to itself.

Bombardier

Equipped with a vast arsenal, the bombardier is equipped with multiple explosive munitions to utilize in combat. Capable of disrupting droids, disorienting important targets or trying to deal lethal pain to large groups, the bombardier usually has an explosive for every occasion. For the more difficult targets, it can even use the force to better manipulate the rockets it fires to better strike their foes.

Sniper

The sniper, as per its name, utilizes its range and accuracy to take down priority targets. Capable of marking vital spots on their foes and communicate that information to their allies, and then strike at the openings their allies provide to devastating effect. They will usually find a great place with as much sight over the battlefield, focus their own defenses and take down their targets.

Controller

The controller utilizes the Force more often than its fellow soldiers. Instead, these individuals control the battlefield with their vast telekinetic abilities, pulling and pushing ally and foe alike to better their chance of victory. Capable of crushing important targets who become too dangerous to the controller's safety, animating their saber to use with greatest efficiency, and even amplify the range of their own Force powers using the ambient Force in others, a controller does as its name intends and controls the battlefield.

Titan

Augmented humanoids improved via the Force, technology, or perhaps mutation, titans are powerhouses that charge headfist into the fray. Capable of adapting to different situations, titans will try to inflict as much devastation as possible to persons and structures alike, or even grapple with evasive targets to keep them pinned and vulnerable.

Rancor

A cybernetically augmented rancor, controlled and manipulated by the soldiers at its command. The rancor has had several mechanical overhauls by its dark manipulators, including turrets that has been grafted into its shoulders and a silo of acid-filled rockets. These massive behemoths are used for siege attempts on fortified positions.

Walker

A technological marvel, the walker is a design made to take on the likes of even the greatest jedi. With dense durasteel plating and a vast array of armaments at its command, the walker has few weaknesses. With two powerful turrets at its command capable of obliterating any force and dangerous weapons for those foolish enough to engage in close combat, a walker has the strength of an army all its own.

Engineer

A mastermind of weapons and technology, the engineer is an incredibly intelligent and dangerous foe. These individuals would be the most likely the pilot the walkers, but they still make for a mighty threat all by themselves. Utilizing their genius to manipulate both technology and the force, an engineer could rival some of the greatest foes a party may face.

General

The commander of the battlefield, the master strategist, manipulator telekinesis and lightning, the general is an elite of all fields. Its strength is already formidable by itself, with allies by its side its is nigh undefeatable. Capable of bolstering the strength of its forces tenfold, the general lives up to its position as the leader of those who follow. The general is a foe saved for the end of a campaign as a final encounter. Its power is only multiplied should it be encountered in its home turf, its lair.


Dark Army Soldier

Medium humanoid (any), lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 15 (+2) 11 (+0) 17 (+3) 19 (+4)

  • Saving Throws Con +5, Wis +6
  • Skills Stealth +7, Survival +6
  • Senses passive Perception 13
  • Languages Galactic Basic, Sith
  • Challenge 5 (2900 XP)

Martial Advantage. Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the soldier that isn't incapacitated.

Telekinetic Adept. When the soldier would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the soldier, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Actions

Multiattack. The soldier makes two attacks with either its assault cannon or greatsaber.

Assault Cannon. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 9 (1d10 + 4) energy damage.

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

Telekinetic Vortex (1/day). The soldier forces every creature within 20 feet of it to make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage is thrown 20 feet in a random direction, or half as much damage and isn't moved on a successful one.

Forcecasting. The dark army soldier can cast one of the following force powers (+7 to hit, save DC 15).

At-will: battle insight, force push/pull

2/day: burst of speed, force current (2nd-level), force throw (3rd-level)

1/day: force immunity, knight's speed, telekinetic shield (4th-level)

Reactions

Forcecasting. The soldier can cast one of the following force powers (+7 to hit, save DC 15).

At-will: saber reflect

1/day: sever force


Dark Army Hunter

Medium humanoid (any), lawful dark


  • Armor Class 17 (composite armor)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 21 (+5) 13 (+1) 11 (+0) 18 (+4) 19 (+4)

  • Saving Throws Dex +8, Con +4, Wis +7
  • Skills Perception +7, Stealth +7, Survival +7
  • Senses passive Perception 17
  • Languages Galactic Basic, Sith
  • Challenge 6 (2300 XP)

Martial Advantage. Once per turn, the hunter can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hunter that isn't incapacitated.

Telekinetic Adept. When the hunter would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the hunter, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Actions

Multiattack. The hunter makes two attacks with either its blaster cannon or lightfoil.

Blaster Cannon. Each creature within a 10-foot cube placed within 100 feet must succeed on a DC 16 Dexterity saving throw or take 11 (1d12+5) energy damage.

Lightfoil. Melee Weapon Attack: DC +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) energy damage.

Telekinetic Slam (1/day). The hunter targets a creature within 60 feet that it can see that must succeed on a DC 15 Strength saving throw or be slammed into the ground, taking 36 (8d8) kinetic damage and knocked prone.

Forcecasting. The hunter can cast one of the following force powers (+7 to hit, save DC 15).

At-will: force push/pull, slow, fear

2/day: bestow curse, force current (2nd-level), force throw (3rd-level), mind spike

1/day: affliction, horror, telekinetic shield (4th-level), freedom of movement

Reactions

Forcecasting. The hunter can cast one of the following force powers (+7 to hit, save DC 15).

At-will: saber reflect


Dark Army Vanguard

Medium humanoid (any), lawful dark


  • Armor Class 20 (assault armor + heavy physical shield)
  • Hit Points 170 (20d8+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 19 (+4) 11 (+0) 18 (+4) 19 (+4)

  • Saving Throws Dex +5, Con +7, Wis +7
  • Skills Athletics +9
  • Senses passive Perception 14
  • Languages Galactic Basic, Sith
  • Challenge 8 (2900 XP)

Martial Advantage. Once per turn, the vanguard can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the vanguard that isn't incapacitated.

Telekinetic Adept. When the vanguard would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the vanguard, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Guardian. The vanguard can Guard as a bonus action. In addition, when it takes an attack for a creature, the attacks damage must be rolled instead of taking the maximum.

Forcecasting. The vanguard can cast one of the following force powers as a bonus action (+7 to hit, save DC 15).

At-will: rescue

Actions

Multiattack. The vanguard makes two attacks with either its shield bash or heavy pistol.

Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 45/180 ft., one target. Hit: 6 (1d8 + 2) energy damage.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) kinetic damage. The target must succeed a DC 17 Strength saving throw or be knocked prone.

Redirect Blow (1/day). The vanguard can pull nearby ranged attacks towards it. Until the end of its next turn, all ranged weapon attacks that would target a creature or pass through the area within 15 feet of it are instead pulled towards the vanguard, making attack rolls against it instead.

Forcecasting. The vanguard can cast one of the following force powers (+7 to hit, save DC 15).

At-will: denounce, force push/pull, dun moch

1/day: battle meditation, force current (2nd-level), force throw (3rd-level)



Dark Army Bombardier

Medium humanoid (any), lawful dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 105 (14d8+42)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
19 (+5) 15 (+2) 17 (+3) 11 (+0) 18 (+4) 19 (+4)

  • Saving Throws Dex +9, Con +7, Wis +8
  • Skills Perception +8, Survival +7
  • Senses passive Perception 17
  • Languages Galactic Basic, Sith
  • Challenge 9 (5000 XP)

Martial Advantage. Once per turn, the bombardier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the bombardier that isn't incapacitated.

Telekinetic Adept. When the bombardier would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the bombardier, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Pack Protection. The bombardier can use its bonus action to cause any grenades or rockets to deal no damage to its allies, as well as cause them to ignore any additional effects.

Force Weapon. The bombardier's weapon attacks use its Charisma instead of Strength or Dexterity (included in the attack description), and deal enhanced damage for the purpose of bypassing resistances.

Actions

Multiattack. The bombardier makes an attack with either corrosive rocket, ionic rocket or fragmentation rocket, and then uses electric grenade, disruptor grenade or cryo grenade (if able) or make an attack with its greatsaber.

Corrosive Rocket. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 16 Constitution saving throw, taking 13 (3d8) acid damage and gaining one level of Corroded until the bombardier's next turn on a failed save or half and isn't Corroded as much on a successful one. If the creature would die from this damage, it disintergrates along with any unenhanced items.

Ionic Rocket. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 10 (3d6) ion damage on a failed save or half as much on a successful one. Any electronics within the blast radius that aren’t being worn or carried are disabled until rebooted.

Fragmentation Rocket. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 16 Dexterity saving throw, taking 16 (3d10) kinetic damage on a failed save or half as much on a successful one.

Greatsaber. Melee Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 11 (2d6 + 4) energy damage.

Electric Grenade (2/day). All creatures in a 10-foot radius of a target location within 60 feet must succeed on a DC 16 Dexterity saving throw. A creature takes 10 (3d6) lightning damage and becoming shocked for 1 minute on a failed save, or half as much as on a successful one. A shocked creature can reroll its saving throws at the end of each of its turns, ending the effect on a success.

Deafening Grenade (2/day). All creatures in a 10-foot radius of a target location within 60 feet must succeed on a DC 16 Dexterity saving throw. A creature takes 10 (3d6) sonic damage and becoming deafened for 1 minute on a failed save, or half as much as on a successful one. A deafened creature can reroll its saving throws at the end of each of its turns, ending the effect on a success.

Cryo Grenade (2/day). All creatures in a 10-foot radius of a target location within 60 feet must succeed on a DC 16 Constitution saving throw. A creature takes 10 (3d6) cold damage and gain 1 level of slowed for 1 minute on a failed save, or half as much as on a successful one. A slowed creature can reroll its saving throws at the end of each of its turns, ending the effect on a success.

Force-guided Rocket (1/day). The bombardier makes a rocket attack as part of taking this action. Instead of making an attack roll, the target must make a DC 16 Dexterity saving throw. On a failed save, they take the damage on hit and automatically fail the next saving throw. On a successful save, they take no damage from the hit and can roll the saving throw normally.

Forcecasting. The bombardier can cast one of the following force powers (DC 20 to hit, save DC 16).

At-will: force imbuement, force push/pull, force shunt, force propel (2nd-level), heighten senses

2/day: sense force, shadow sight, force sight, force throw (3rd-level)

1/day: force repulse (4th-level)



Dark Army Sniper

Medium humanoid (any), lawful dark


  • Armor Class 18 (fiber armor)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

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

  • Saving Throws Dex +10, Int +6, Wis +7
  • Skills Acrobatics +10, Perception +12, Stealth +10, Survival +8
  • Senses passive Perception 17
  • Languages Galactic Basic, Sith
  • Challenge 9 (5000 XP)

Martial Advantage. Once per turn, the sniper can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the sniper that isn't incapacitated.

Telekinetic Adept. When the sniper would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the bombardier, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Target Marked. The sniper can target a hostile creature within 60 feet as a bonus action. As long as that target is within sight of the sniper, any allied creature deals an extra 3 (1d6) damage on attacks against the target.

Aim. When the sniper takes the Multiattack action, it can choose to forgo the second attack to gain advantage on the first attack.

Forcecasting. The sniper can cast one of the following force powers as a bonus action (+9 to hit, save DC 17).

At-will: force leap, instinctive movement, hex, phasewalk, rescue

Actions

Multiattack. The sniper makes two attacks with its hunting rifle.

Hunting Rifle. Ranged Weapon Attack: +10 to hit, range 125/500 ft., one target. Hit: 11 (1d10 + 6) kinetic damage, plus 3 (1d6) necrotic damage with hex.

Shotosaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) energy damage, plus 3 (1d6) necrotic damage with hex.

Telekinetic Wall (1/day). The sniper creates a wall of telekinetic force, taking up a 10-foot long, 5 foot wide and 10-feet tall space within 15 feet. Ranged attacks can pass through one side of the wall, determined by the sniper when they use this action. Any ranged attacks passing through the other side have their damage reduced by 11 (2d10). If the damage is reduced the 0 and the damage is energy, force, ion, kinetic, lightning, necrotic, or sonic, the attack is reflected at the attacker if they are within 60 feet using the sniper's force attack bonus (no reaction required). This last for 1 minute, or until the sniper loses concentration (as if concentrating on a power).

Forcecasting. The sniper can cast one of the following force powers (+9 to hit, save DC 17).

At-will: force push/pull, land stride

2/day: force current (2nd-level), force jump (2nd-level), force throw (3rd-level)

1/day: choke (4th-level), force repulse (4th-level), dominate beast, freedom of movement

Reactions

Forcecasting. The sniper can cast one of the following force powers (+9 to hit, save DC 17).

At-will: saber reflect

1/day: force reflect (2nd-level)



Dark Army Controller

Medium humanoid (any), lawful dark


  • Armor Class 16 (fiber armour)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 17 (+3) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Con +8, Int +6, Wis +7, Cha +9
  • Damage Resistances force
  • Skills Deception +9
  • Senses passive Perception 14
  • Languages Galactic Basic, Sith
  • Challenge 10 (5900 XP)

Martial Advantage. Once per turn, the controller can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the controller that isn't incapacitated.

Telekinetic Master. When the controller would cast a telekinetic force power, it is treated as if it was cast two levels higher (included in the forcecasting description). In addition, the controller can affect Huge creatures or smaller with its telekinetic force powers.

Ishu Form. If there is a friendly creature within 15 feet of the controller, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Force Amplification. When the controller would cast a force power and there is an allied forcecaster within range of the power they would cast, they can treat the power as if the allied forcecaster was the caster for the purpose of range. Any other requirements by the power, such as sight, are not affected by this trait.

Deceitful Defenses. As a bonus action, the controller can target a creature within 60 feet that can see or hear it. The creature must succeed on a DC 17 Wisdom (Insight) check or suffer disadvantage on all attack rolls against the controller until the start of the controller's next turn.

Forcecasting. The controller can cast one of the following force powers as a bonus action (+9 to hit, save DC 17).

3/day: animate weapon (4th-level), phasewalk, rescue

Actions

Shotosaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) energy damage.

Telekinetic Pressure (1/day). All Huge or smaller creatures within 15 feet of the controller must make a DC 17 Dexterity saving throw. On a successful save, a creature can move outside the range. If they choose not to, the suffer the effect as if they failed. On a failed save, a creature takes 36 (8d8) force damage and becomes incapacitated for 1 minute. A creature can reroll the saving throw at the end of each of their turns, ending the effect on a successful save.

Forcecasting. The controller can cast one of the following force powers (+9 to hit, save DC 17).

At-will: feedback, force push/pull, force shunt, force disarm, slow, fear, force current (3rd-level), improved feedback

3/day: affliction, force throw (4th-level), pull earthward

2/day: choke (5th-level), horror, plague, dominate beast, mind trap

1/day: dominate mind, greater feedback, insanity, telekinesis (7th-level), crush (8th-level), scourge

Reactions

Force Shield (5/day). When the controller would be hit by an attack, it can gain +5 to its AC until the start of its next turn, potentially causing the attack to miss.

Forcecasting. The controller can cast one of the following force powers (+9 to hit, save DC 17).

2/day: sever force



Dark Army Titan

Large humanoid, lawful dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 200 (16d10+112)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 25 (+7) 14 (+2) 18 (+4) 20 (+5)

  • Saving Throws Str +10, Con +11, Wis +8, Cha +9
  • Skills Athletics +14
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Sith
  • Challenge 13 (10000 XP)

Martial Advantage. Once per turn, the titan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the titan that isn't incapacitated.

Telekinetic Adept. When the titan would cast a telekinetic force power, it is treated as if it was cast one level higher (included in the forcecasting description).

Ishu Form. If there is a friendly creature within 15 feet of the titan, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Adaptable. At the start of its turn, the titan can choose to gain the benefits of one of the following traits until the start of its next turn.

Power. The titan's slam attacks are considered enhanced for the purpose of overcoming resistances, and deal an extra 5 (1d10) force damage.

Tenacity. The titan gains resistance to all unenhanced damage.

Adrenaline. The titan movement speed increases by 40.

Siege Monster. The titan's attacks and force powers deal double damage to objects and structures.

Forcecasting. The titan can cast one of the following force powers as a bonus action (+9 to hit, save DC 17).

3/day: agile defense

1/day: dark aura

Actions

Multiattack. The titan can make two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) kinetic damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Relentless Charge (1/day). The titan charges in an unstoppable dash to an unoccupied space within 60 feet, creating a 10-foot wide, 60 foot line in its wake. Any creature in the area must succeed on a DC 17 Dexterity saving throw. On a successful save, the creature jumps out of harms way. On a failed save, the creature takes 33 (6d10) force damage and knocked prone.

Forcecasting. The titan can cast one of the following force powers (DC 21 to hit, save DC 17).

At-will: force leap, force push/pull, force shunt, force disarm

2/day: force current (2nd-level), force jump (2nd-level), hex, force throw (3rd-level)

1/day: mind spike, choke (4th-level)


Dark Army Rancor

Huge beast, lawful dark


  • Armor Class 17 (armor plating)
  • Hit Points 250 (20d12+120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws Str +11, Dex +5, Con +11, Int +8, Wis +6
  • Damage Resistances acid, force
  • Skills Perception +6
  • Senses darkvision 120 ft., passive Perception 16
  • Languages can understand spoken Sith
  • Challenge 16 (15,000 XP)

Martial Advantage. Once per turn, the rancor can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the rancor that isn't incapacitated.

Cybernetic Augmentation. The rancor has disadvantage on saving throws against effects that deal lightning and ion damage, and counts as a droid for powers that affect only droids or constructs.

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

Actions

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

Claw. Melee Weapon Attack: DC 23 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage.

Bite. Melee Weapon Attack: DC 23 to hit, reach 5 ft., one target. Hit: 19 (2d12+6) kinetic damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Shoulder Turret. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 13 (2d6+6) energy damage.

Corrosive Rockets (Recharge 6). The rancor fires a terrible volley of corrosive rockets from its body, centered on a location within 150 ft. All creatures within 20 ft. of that location must make a DC 16 Dexterity saving throw, taking 52 (15d6) acid damage on a failed save or half as much on a success.

Reactions

Retaliating Fire. When the rancor is damage by a tech power or force power, it can make an attack against the caster with its Shoulder Turret.



Dark Army Walker

Huge construct, lawful dark


  • Armor Class 18 (armor plating)
  • Hit Points 356 (28d12+140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 19 (+4) 20 (+5) 21 (+5) 14 (+2) 10 (+0)

  • Saving Throws Str +12, Dex +6, Con +11, Int +11
  • Skills Athletics +18
  • Damage Vulnerabilities ion
  • Damage Resistances psychic; kinetic or energy from unenhanced attacks
  • Damage Immunities poison, necrotic
  • Condition Immunities poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, blinded, charmed, disease
  • Senses -
  • Languages -
  • Challenge 19 (22000 XP)

Legendary Resistance (3/day). If the Walker fails a saving throw, it succeeds instead.

Tech-Empowered Hits. The Walker's attack damage is considered enhanced for the purpose of overcoming resistances.

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.

Shoulder Turrets. The walker's shoulder turrets are parts of the construct that can be attacked and destroyed. The AC of the turrets equals 20 and have hit points of 125. It is has the same damage immunities, resistances and vulnerabilities as the walker, and is immune to all conditions. If it is forced to make a saving throw, treat its saving throws as the same as the walker. When a turret is destroyed, the walker takes 50 true damage, and when both are destroyed it can no longer use any action that involves the turrets.

Heavy Durasteel Plating. The outer layer of the walker is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 20 points, the walker takes no damage from that attack. If the walker takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Advanced Protocols (1/day). At the start of the walker's turn, the pilot can choose to activate advanced protocols. For 1 minute, the walker can use Lesser Tractor Beam, Flame Thrower or Stasis Field as a bonus action on its turn.

Actions

Multiattack. The walker can make three attacks: one with its slam, one with its titansaber and one with its turret thermite cannon.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) kinetic damage, and the target must succeed a DC 19 Strength saving throw or fall prone.

Lightsaw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) energy damage.

Turret Thermite Cannon. Ranged Weapon Attack: +10 to hit, range 40/120 ft., one target. Hit: 29 (10d4 + 4) fire damage.

Turret Chaingun. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.

Lesser Tractor Beam. The walker can target a creature within 60 ft. which must succeed on a DC 19 Strength saving throw, or be pulled 50 ft. closer to the walker.

Flame Thrower. The walker quickly sprays a jet of flame in a 15-foot cone. Any creature hit by the flame must make a DC 19 Dexterity saving throw, taking 9 (2d8) fire damage and becoming ignited 9 (2d8) on a failed save or half as much damage and isn't ignited on a successful one.

Static Field. The walker releases a high frequency wave. Any creatures within 60 ft. must make a DC 19 Constitution saving throw or become shocked until the Crimson Vindicator's next turn.

Techcasting. The walker can cast one of the following force powers (+11 to hit, save DC 19).

2/day each: explosion, salvo, wire bind

1/day each: disintergrate

Reactions

Static Rebound. When the walker would be hit by an attack and dealt damage, all creatures within 5 ft. of the walker take 7 (2d6) lightning damage.

Legendary Actions

The dark army walker has three legendary actions. The walker 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 walker regains spent legendary actions at the start of its turn.

Turret Fire. The walker uses the Turret Chaingun attack.

Move. The walker moves.

Cast Power (Costs 2). The walker casts explosion, salvo or wire bind.



Dark Army Engineer

Medium humanoid (any), lawful dark


  • Armor Class 21
  • Hit Points 225 (30d8+90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 16 (+3) 21 (+5) 14 (+2) 13 (+1)

  • Saving Throws Dex +12, Con +9, Int +11, Wis +8, Cha +7
  • Skills Acrobatics +12, Perception +8, Piloting +11
  • Damage Resistances kinetic, ion or energy from unenhanced attacks
  • Condition Immunities frightened, petrified, incapacitated, stunned, prone, blinded, charmed, disease
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Sith
  • Challenge 20 (25000 XP)

Legendary Resistance (3/day). If the engineer fails a saving throw, it succeeds instead.

Martial Advantage. Once per turn, the engineer can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the engineer that isn't incapacitated.

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

Ishu Form. If there is a friendly creature within 15 feet of the titan, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Force-Empowered Hits. The engineer's attacks are considered enhanced for the purpose of overcoming resistances. When the engineer hits with any weapon, the weapon deals double the normal damage dice (included in the attack description).

Intelligent Insight. The AC of the engineer includes its Intelligence bonus. It also uses its Intelligence for its forcecasting ability and melee weapon attacks.

Swift Tech. The engineer can cast a tech power with a casting time of an action as a bonus action.

Destabilization Emitter. The engineer emits a high pitch noise that affects all creatures within 30 ft. that can hear. A creature that starts its turn within range who are concentrating on a power must make a DC 19 concentration check or lose concentration.

Actions

Multiattack. The engineer can make three attacks: one with its harness blaster, and two with its sith saber.

Harness Blaster. The engineer casts one of the following force powers: saber strike, saber onslaught (1/day), lightning charge, sonic charge. Instead of making a melee weapon attack, it instead uses the following: Ranged Weapon Attack: +12 to hit, range 40/120 ft., one target. Hit: 15 (2d8 + 6), and the target suffers the effects of the force power.

Sith saber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) energy damage. The target must succeed on a DC 19 Constitution saving throw or become weakened until the engineer's next turn. This attack scores a critical hit on a result of 19 or 20 on the d20.

Forcecasting. The engineer can cast one of the following force powers (+11 to hit, save DC 19).

2/day each: force lightning, plague, improved kinetite

1/day each: greater kinetite

Techcasting. The engineer can cast one of the following tech powers (+11 to hit, save DC 19).

2/day each: homing rockets, gleaming outline, irradiate, magnetic field, dimish tech

1/day each: explosion, corrosive sphere

Reactions

Adjustable Defense. When the engineer is successfully hit by a ranged or melee attack, it gains +6 to his AC until the start of his next turn for all attacks of the same type (range or melee).

Legendary Actions

The engineer has three legendary actions. The engineer 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 engineer regains spent legendary actions at the start of its turn.

Sith Saber. The engineer uses the sith saber attack.

Move. The engineer moves.

Cast Power (Costs 2). The engineer casts force lightning, plague or improved kinetite.



Dark Army General

Large humanoid (any), lawful dark


  • Armor Class 23 (battle armor)
  • Hit Points 315 (30d8+180)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 25 (+7) 23 (+6) 19 (+4) 14 (+2) 24 (+7)

  • Saving Throws Dex +14, Con +13, Int +11, Wis +9, Cha +14
  • Skills Acrobatics +13, Intimidation +21, Perception +11
  • Damage Resistances kinetic, ion or energy from unenhanced attacks
  • Damage Immunities lightning
  • Condition Immunities charmed, frightened, stunned, paralyzed, shocked, ignited
  • Senses darkvision 60 ft., passive Perception 21
  • Languages Galactic Basic, Sith
  • Challenge 21 (33000 XP)

Martial Advantage. Once per turn, the general can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the general that isn't incapacitated.

Legendary Resistance (3/day). If the general fails a saving throw, he succeeds instead.

Dark Side Defenses. The AC of the general includes its Charisma bonus.

Combat Orders. When the general and any of his allies roll initiative, once all participants have rolled the general can reorder itself and its allies that it can see or hear in the initiative order before combat begins.

Telekinetic Master. When the general would cast a telekinetic force power, it is treated as if it was cast two levels higher (included in the forcecasting description). In addition, the general can affect Huge creatures or smaller with its telekinetic force powers.

Ishu Form. If there is a friendly creature within 15 feet of the general, it can use its bonus action to move up to 10 feet without provoking opportunity attacks, but must end this movement within 5 feet of the friendly creature.

Force-Empowered Hits. The general's attacks are considered enhanced for the purpose of overcoming resistances. When the general hits with any weapon, the weapon deals double the normal damage dice (included in the attack description).

Reposition. As a bonus action, the general commands up to 3 allied creatures within 60 ft. to move up to their movement to a new position. This new position must be within 60 ft. of the general. Opportunity attacks against affected creatures during this movement have disadvantage.

Forcecasting. The general can cast one of the following force powers as a bonus action (+14 to hit, save DC 22).

At-will: rescue

Actions

Multiattack. The general can make three ARC-Caster or sabergauntlet attacks. It can choose to forego up to two of its attacks to allow two allied creatures within 30 ft. to make a weapon attack (no reaction required), granting a +7 bonus to the attack roll.

ARC-Caster. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 17 (4d4 + 7) lightning damage, and the target becomes shocked until the start of the general's next turn.

Sabergauntlet. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) energy damage.

ARC Spray. All creatures in a 60-foot cone from the general must succeed on a DC 22 Dexterity saving throw, taking 17 (4d4 + 7) lightning damage and becoming shocked on a failed save, or half as much damage and aren't shocked on a successful one.

Focus Fire (Recharge 5-6). The general orders all allied units within 30 ft. who can see or hear it to focus their fire upon a single target within 60 ft. Until the start of the general's next turn, an affected creature can make a weapon attack (no action required) at advantage at the start of its turn on the target.

Forcecasting. The general can cast one of the following force powers (+14 to hit, save DC 22).

At-will: burst of speed, fear, force current (3rd-level), force disarm, force push/pull, force shunt, force whisper, shock, tremor

3/day each: convulsion, dominate beast, force confusion, force throw (4th-level), force lightning, horror, pull earthward

2/day each: choke (5th-level), dominate mind, force meld, knight's speed, shocking shield

1/day each: crush (8th-level), eruption, force chain lightning, force lightning cone, insanity, master speed, telekinesis (7th-level)

Reactions

Honorable Sacrifice. The general can command an allied creature within 5 ft. of him to take an attack that would successfully hit him. The creature instead takes the damage for the attack.

Forcecasting. The general can cast one of the following force powers (+14 to hit, save DC 22).

At-will: saber reflect

3/day each: force reflect, sever force

1/day each: heightened senses


Legendary Actions

The general has three legendary actions. The general 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 general regains spent legendary actions at the start of his turn.

Attack Order. The general commands an allied creature within 30 ft. to make a weapon attack (no reaction required), granting a +7 bonus to the attack roll.

Move Order. The general commands an allied creature within 30 ft. to move to another position within 30 ft. of him (no reaction required). Opportunity attacks against the creature suffer disadvantage.

Special Order (Costs 2). The general commands an allied creature with 30 ft. to use a force power or non-weapon attack action (no reaction required) as long as it is able to.

Lair

The dark army general makes its lair within its military headquarters, surrounded on all sides by familiar chambers, technology and (unless they have all been slaughtered,) allies. It will have defenses in place ready for such an assault, as well as fortifications built into the very foundations of the base that it would be away of to make use of strategically. A dark army general encountered in its lair has a Challenge Rating of 22 (41000 XP).

Lair Actions

When fighting inside the lair, a dark army general can utilize the installed technology and ambient force to take lair actions. On initiative count 20 (losing initiative ties), the general can take one lair action to cause one of the following effects:

  • The general rallies its allies and amplifies their power with the force. All allied creatures within 20 ft. of a target location within 60 ft. of the dark army general gain 25 temporary hit points.
  • The general irradiates a small portion of the battlefield with a controlled emitter placed within the lair. All creatures within a a 30-foot cube must make a DC 18 Constitution saving throw. On a failed save, a creature takes 11 (2d10) necrotic damage and gains 1 point of exhaustion, or takes half as much damage and isn't exhausted on a successful save.
  • The general activates a turret on a solid surface within 60 ft. of the general to fire a weakening ray at an enemy. One creature within 120 ft. must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) energy damage and reduces all attack rolls and saving throws they make by a d4 until the next lair action. A creature takes half as much damage and doesn't suffer the d4 reduction on a successful saving throw.

The general can't repeat an effect until they have all been used, it can't use the same effect two rounds in a row.

Regional Effects

A region containing a dark army general's lair is reinforced and prepared for any assaume, which creates one or more of the following effects:

  • All non-authorized comms are jammed within 5 miles of the general's lair. Any tech powers that grant the ability to communicate over long distances (like sending) are also jammed if they are not cast at 6th-level or higher.
  • Any light-aligned and balanced forcecasters feel uncomfortable within 1 mile of the lair. Any such forcecaster that attempts to use the force to gain insight (such as danger sense or locate creature) reveals nothing, as if the forcecaster has their vision clouded.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 ft. of a structure within 1 mile of the general's lair without being concealed via enhanced means, the general becomes aware of the creature's presence and location.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.