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# PART 1: PRELUDE TO DEFIANCE ___ > ## Stormtrooper Recruit >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 13 (mesh armor) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|11 (+0)|9 (-1)|10 (+0)|10 (+0)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Blaster rifle.*** *Ranged Weapon Attack:* +2 to hit, range 60/240 ft., one target. *Hit:* 4 (1d8) energy damage > > ***Stock Strike.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage ___ > ## Imperial Informant >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 10 > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|10 (+0)|10 (+0)|11 (+0)|13 (+1)|11 (+0)| >___ > - **Skills** Perception +3 > - **Senses** passive Perception 13 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Hold-out.*** *Ranged Weapon Attack:* +2 to hit, range 30/120 ft., one target. *Hit:* 2 (1d4) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage \columnbreak ___ > ## Maya (Wounded) >*Medium humanoid, chaotic light* > ___ > - **Armor Class** 13 (combat suit) > - **Hit Points** 3 (1d8+1) > - **Speed** 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|11 (+0)|12 (+1)|10 (+0)| >___ > - **Skills** Perception +2, Stealth +4 > - **Senses** passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > ### Traits > **Exhausted.** Maya has disadvantage on ability checks, attack rolls, and saving throws. > > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +4 to hit, range 40/160 ft., one target. *Hit:* 5 (1d6+2) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) kinetic damage ___ > ## Maya (Normal) >*Medium humanoid, chaotic light* > ___ > - **Armor Class** 13 (combat suit) > - **Hit Points** 6 (1d8+1) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|11 (+0)|12 (+1)|10 (+0)| >___ > - **Skills** Perception +2, Stealth +4 > - **Senses** passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +4 to hit, range 40/160 ft., one target. *Hit:* 5 (1d6+2) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) kinetic damage \pagebreakNum ___ > ## Switch >*Medium droid, neutral balanced* > ___ > - **Armor Class** 11 (combat suit, integrated) > - **Hit Points** 14 (3d8) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|10 (+0)|11 (+0)|13 (+1)|13 (+1)|14 (+2)| >___ > - **Skills** Deception +4, Lore +3, Persuasion +4 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Senses** passive Perception 11 > - **Languages** All registered languages > - **Challenge** 1/8 (25 XP) > ___ > ### Traits > **Circuitry.** Switch has disadvantage on saving throws against effects that would deal ion or lightning damage. > > ### Actions > ***Hold-out.*** *Ranged Weapon Attack:* +2 to hit, range 30/120 ft., one target. *Hit:* 2 (1d4) energy damage ___ > ## Ganga Lor >*Medium humanoid, chaotic dark* > ___ > - **Armor Class** 12 > - **Hit Points** 39 (6d8+12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|14 (+2)|13 (+1)|12 (+1)|15 (+2)| >___ > - **Skills** Persuasion +4 > - **Senses** passive Perception 11 > - **Languages** Galactic Basic, Chevin, Huttese, Rodese, Shyriiwook > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +2 to hit, range 40/160 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Thick Skull.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) kinetic damage \columnbreak ___ > ## Thug >*Medium humanoid, chaotic balanced* > ___ > - **Armor Class** 12 (fiber armor) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|11 (+0)|12 (+1)|8 (-1)|9 (-1)|10 (+0)| >___ > - **Senses** passive Perception 9 > - **Languages** Galactic Basic, Rodese > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Shotgun.*** *Ranged Weapon Attack:* +2 to hit, range 30/120 ft., one target. *Hit:* 4 (2d4) kinetic damage > > ***Techaxe.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) kinetic damage ___ > ## Gamorrean Minion >*Medium humanoid (Gamorrean), chaotic dark* > ___ > - **Armor Class** 14 > - **Hit Points** 23 (3d8+9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|12 (+1)|16 (+3)|10 (+0)|10 (+0)|7 (-2)| >___ > - **Senses** passive Perception 10 > - **Languages** Gamorrean, Galactic Basic (understand only) > - **Challenge** 1/2 (100 XP) > ___ > ### Traits > **Reckless.** At the start of its turn, the Gammorean Minion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. > > ### Actions > ***Vibroaxe.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) kinetic damage (This Gamorrean Minion block can be used if the party engages with the guards outside of Switch's storage bay.) \pagebreakNum ___ > ## Imperial Officer >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 11 (combat suit) > - **Hit Points** 23 (5d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|12 (+1)|11 (+0)|13 (+1)| >___ > - **Skills** Perception +2, Persuasion +3 > - **Senses** passive Perception 12 > - **Languages** Galactic Basic, High Galactic > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +2 to hit, range 40/160 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Riot baton.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) kinetic damage > > ### Reactions > ***Leadership. (Recharges after a Short or Long Rest)*** The Imperial Officer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Officer. A creature can benefit from only one Leadership die at a time. \columnbreak ___ > ## Repulsor Sled >*Large construct, unaligned* > ___ > - **Armor Class** 16 > - **Hit Points** 32 (5d10+5) > - **Speed** 0 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|15 (+2)|12 (+1)|14 (+2)|10 (+0)|7 (-2)| >___ > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Senses** passive Perception 10 > - **Languages** Galactic Basic, Binary > - **Challenge** 1 (200 XP) > ___ > ### Traits > **Armor Plating.** Damage that the sled takes from weapons is reduced by 2. If this would reduce the damage to 0, the damage is instead reduced to 1. > > **Circuitry.** The sled has disadvantage on saving throws against effects that would deal ion or lightning damage. > > **Piloted.** The sled 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 sled is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the sled. > ### Actions > ***Blaster cannon.*** *Ranged Weapon Attack:* +4 to hit, range 60/240 ft., one target. *Hit:* 7 (1d10+2) energy damage > > ***Shock-net. (Recharges after a Short or Long Rest)*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., 10 ft. square. *Hit:* 8 (2d6+2) lightning damage and restrained. DC 13 STR check to break free. > > ### Reactions > ***Redirect.*** If the sled's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage. \pagebreakNum ___ > ## Captain Sirona Okeefe >*Medium humanoid (human), chaotic light* > ___ > - **Armor Class** 15 (fiber armor) > - **Hit Points** 50 (9d8+9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|12 (+1)|16 (+3)|13 (+1)|14 (+2)| >___ > - **Saving Throws** Dexterity +6 > - **Skills** Perception +4, Piloting +9, Technology +6 > - **Senses** passive Perception 14 > - **Languages** Galactic Basic, Huttese > - **Challenge** 5 (1800 XP) > ___ > ### Traits > **Bad Feeling.** When Captain Okeefe rolls for initiative, she can move up to 30 ft. This movement happens before the initiative order is determined. > > **Cunning Action.** On each of Captain Okeefe's turns, she can use a bonus action to take the Dash, Disengage, or Hide action. > > **Innate Techcasting.** Captain Okeefe's techcasting ability is Intelligence (tech save DC 14). She can innately cast the following tech powers: > > At-will: *Assess the Situation, Encrypted Message, Mending* > > 1/day each: *Detect Enhancement, Repair Droid, Tracker Droid Interface* > > **Sneak Attack (1/turn).** Captain Okeefe deals an extra 9 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Captain Okeefe that isn't incapacitated and Captain Okeefe doesn't have disadvantage on the roll. > > ### Actions > ***Multiattack.*** Captain Okeefe can make 2 weapon attacks. > > ***Heavy pistol.*** *Ranged Weapon Atack:* +6 to hit, range 40/160 ft., one target. *Hit:* 7 (1d8+3) energy damage > > ***Hidden blade.*** *Melee Weapon Atack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) kinetic damage \columnbreak ___ > ## RX-13, aka "Crash" >*Medium droid (Class II), chaotic light* > ___ > - **Armor Class** 13 (combat suit, integrated) > - **Hit Points** 17 (3d8+3) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|14 (+2)|10 (+0)|14 (+2)| >___ > - **Skills** Piloting +4, Technology +6 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Senses** passive Perception 10 > - **Languages** Galactic Basic, Binary > - **Challenge** 1/2 (100 XP) > ___ > ### Traits > **Circuitry.** Crash has disadvantage on saving throws against effects that would deal ion or lightning damage. > > **Techcasting.** The technician droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (spell save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers: > > At-will: *electroshock, encrypted message, light, mending, on/off* > > 1st level: *decryption program, energy shield, repair droid, tracer bolt* > > ### Actions > ***Hold-out.*** *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) energy damage \pagebreakNum # PART 2: ARRIVAL AT FELUCIA ___ > ## Felucian Scout >*Medium humanoid (Felucian), neutral balanced* > ___ > - **Armor Class** 14 > - **Hit Points** 20 (3d8+6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|14 (+2)|8 (-1)|15 (+2)|8 (-1)| >___ > - **Skills** Perception +4, Stealth +3 > - **Senses** passive Perception 14 > - **Languages** Felucianese > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Amphibious.** Felucians breathe air and water. > > **Mask of the Wild.** Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. > > ### Actions > ***Skullblade.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) kinetic damage > > ***Burst.*** The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) kinetic damage. ___ > ## Kybuck >*Medium beast, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 7 (2d8-2) > - **Speed** 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|8 (-1)|2 (-4)|13 (+1)|12 (+1)| >___ > - **Skills** Athletics +5 > - **Senses** passive Perception 11 > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Dash.** Unlike many other beasts, kybucks can move at incredibly high speeds overland. They have a maximum velocity of 60 mph. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage \columnbreak ___ > ## Felucian Chief >*Medium humanoid (Felucian), neutral light* > ___ > - **Armor Class** 12 > - **Hit Points** 15 (6d8-12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|7 (-2)|6 (-2)|11 (+0)|18 (+4)|16 (+3)| >___ > - **Skills** Perception +6, Stealth +0 > - **Senses** passive Perception 16 > - **Languages** Felucianese > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Amphibious.** Felucians breathe air and water. > > **Forcecasting.** The Felucian Chief is a 3rd-level forcecaster. his forcecasting ability is Wisdom (force save DC 14, +6 to hit with force attacks, 16 force points). > > The Felucian Chief knows the following force powers: > > At-will: *affect mind, burst, force push/pull, give life, mind trick, saber ward, spare the dying* > > 1st level: *beast trick, disperse force, heal, sense emotion, sense force* > > 2nd level: *calm emotions, coerce mind* > > **Mask of the Wild.** The Felucian Chief can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. > > ### Actions > ***Ceremonial blade.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 (1d6-2) kinetic damage \pagebreakNum ___ > ## Imperial Soldier >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 12 (fiber armor) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|11 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Blaster carbine.*** *Ranged Weapon Attack:* +2 to hit, range 60/240 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Suppress.*** The soldier sprays a 10-foot-cube area within normal range of its carbine with shots. A creature in the area takes the weapon's normal damage unless it succeeds on a DC 10 Dexterity saving throw. > > ***Stock Strike.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage ___ > ## Scout Trooper >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 15 (mesh armor) > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|15 (+2)|12 (+1)|14 (+2)|13 (+1)|9 (-1)| >___ > - **Skills** Nature +4, Perception +5, Piloting +4, Stealth +6, Survival +5 > - **Senses** darkvision 60 ft., passive Perception 15 > - **Languages** Galactic Basic > - **Challenge** 1/2 (100 XP) > ___ > ### Traits > **Keen Hearing and Sight.** The scout trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight. > > ### Actions > ***Multiattack.*** The scout trooper makes two weapon attacks. > > ***Hold-out.*** *Ranged Weapon Attack:* +4 to hit, range 60/240 ft., one target. *Hit:* 4 (1d4+2) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) kinetic damage \columnbreak ___ > ## 74-Z Speeder Bike >*Large construct, unaligned* > ___ > - **Armor Class** 14 (armor plating) > - **Hit Points** 39 (6d10+6) > - **Speed** 0 ft., fly 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|17 (+3)|13 (+1)|10 (+0)|10 (+0)|7 (-1)| >___ > - **Saving Throws** Dexterity +5 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Challenge** 1 (200 XP) > ___ > ### Traits > **Circuitry.** The construct has disadvantage on saving throws against effects that would deal ion or lightning damage. > > **Clogged Filters.** The construct has disadvantage on all attack rolls and saving throws. > > **Comm Jammers.** The construct suppresses all electronic communications devices within 60 feet of it. > > **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. > > ### Actions > ***Multiattack.*** The construct makes two attacks with its blaster cannon. > > ***Blaster Cannon.*** *Ranged Weapon Attack:* +5 to hit, range 60/240 ft., one target. *Hit:* 6 (1d6+3) energy damage > > ### Reactions > ***Redirect.*** If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage. \pagebreakNum # PART 3: IMPERIAL PRISON FACILITY ___ > ## Medical Researcher >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 11 > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+1)|10 (+0)|15 (+2)|12 (+1)|10 (+0)| >___ > - **Skills** Lore +3, Medicine +4 > - **Senses** passive Perception 11 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. *Hit:* 4 (1d6+1) energy damage ___ > ## 2-1B Medical Droid >*Medium droid (Class I), neutral balanced* > ___ > - **Armor Class** 12 (combat suit, integrated) > - **Hit Points** 7 (2d8-2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+0)|9 (-1)|14 (+2)|15 (+2)|9 (-1)| >___ > - **Skills** Lore +4, Medicine +4 > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Senses** passive Perception 12 > - **Languages** Galactic Basic, Binary > - **Challenge** 1/8 (25 XP) > ___ > ### Traits > **Circuitry.** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. > ### Actions > ***Scalpel.*** *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) kinetic damage > > ***Medpac (Recharge 5-6).*** The droid uses a medpac to restore hit points to a beast or humanoid within 5 feet. That creature regains 6 (1d8+2) hit points. \columnbreak ___ > ## Genetically Modified Felucian >*Medium humanoid, neutral balanced* > ___ > - **Armor Class** 11 > - **Hit Points** 34 (4d8+16) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|13 (+1)|18 (+4)|8 (-1)|11 (+0)|8 (-1)| >___ > - **Skills** Stealth +3 > - **Senses** passive Perception 10 > - **Languages** none > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Amphibious.** Felucians breathe air and water. > > **Mask of the Wild.** Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. > > ### Actions > ***Fused Skullblade.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) kinetic damage > > ***Burst.*** The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage. \pagebreakNum ___ > ## Imperial Gunner >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 14 (fiber armor) > - **Hit Points** 28 (5d8+5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|12 (+1)|11 (+0)|9 (-1)|8 (-1)| >___ > - **Skills** Perception +1 > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Galactic Basic > - **Challenge** 1/2 (100 XP) > ___ > > ### Actions > ***Blaster cannon.*** *Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. *Hit:* 8 (1d12+2) energy damage > > ***Blaster cannon burst (Recharge 4-6).*** The Imperial gunner sprays a 10-foot-cube area within 100 ft. with shots. A creature in the area takes the weapon's 1d12+2 energy damage, unless it succeeds on a DC 12 Dexterity saving throw. ___ > ## Imperial Guard >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 13 (mesh armor) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|11 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Blaster carbine.*** *Ranged Weapon Attack:* +2 to hit, range 60/240 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Stock strike.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage \columnbreak ___ > ## Lieutenant Aden >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 11 (combat suit) > - **Hit Points** 23 (5d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|10 (+0)|12 (+1)|11 (+0)|13 (+1)| >___ > - **Skills** Persuasion +3 > - **Senses** passive Perception 11 > - **Languages** Galactic Basic, High Galactic > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +2 to hit, range 40/160 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) kinetic damage > > ***Fragmentation grenade (1/rest).*** The Lieutenant can throw a grenade at a point he can see within 30 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d10 kinetic damage on a failed save, or half as much as on a successful one. > ### Reactions > ***Leadership. (Recharges after a Short or Long Rest)*** Lieutenant Aden can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Lieutenant. A creature can benefit from only one Leadership die at a time. ___ > ## Imperial Comm Operator >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 12 (combat suit) > - **Hit Points** 14 (3d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|13 (+1)|11 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** Technology +2 > - **Senses** passive Perception 10 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. *Hit:* 4 (1d6+1) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage \pagebreakNum ___ > ## Detention Block Guard >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 14 (mesh armor) > - **Hit Points** 14 (3d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|11 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** Perception +2 > - **Senses** passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 1/4 (50 XP) > ___ > > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. *Hit:* 4 (1d6+1) energy damage > > ***Vibrobaton.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) kinetic damage ___ > ## Warden Droid >*Medium droid (Class IV), unaligned* > ___ > - **Armor Class** 13 (fiber armor, integrated) > - **Hit Points** 23 (5d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|10 (+0)|10 (+0)|11 (+0)|7 (-2)| >___ > - **Damage Vulnerabilities** Ion > - **Damage Resistances** Necrotic, Poison, Psychic > - **Condition Immunities** disease, poisoned > - **Senses** passive Perception 10 > - **Languages** Galactic Basic, Binary > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Circuitry.** The droid has disadvantage on saving throws against effects that would deal ion or lightning damage. > > ### Actions > ***Vibrobaton.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) kinetic damage \columnbreak ___ > ## Prisoner >*Medium humanoid, chaotic balanced* > ___ > - **Armor Class** 11 > - **Hit Points** 11 (2d8+2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|13 (+1)|12 (+1)|8 (-1)|9 (-1)|10 (+0)| >___ > - **Senses** passive Perception 9 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Unarmed.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 kinetic damage ___ > ## Admiral Nathan Gilder >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 13 (15 with tactical advantage) > - **Hit Points** 91 (14d8+28) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|12 (+1)|14 (+2)|14 (+2)|12 (+1)|15 (+2)| >___ > - **Saving Throws** Intelligence +5, Wisdom +4 > - **Skills** Deception +8, Perception +4, Persuasion +8 > - **Senses** passive Perception 15 > - **Languages** Galactic Basic, High Galactic > - **Challenge** 5 (1800 XP) > ___ > ### Traits > ***Tech Resistance.*** Admiral Gilder has advantage to resist tech powers and other tech effects. > > ***Techcasting.*** Admiral Gilder is a 9th-level techcaster. His techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 20 tech points and knows the following tech powers: > > At will: *assess the situation, short circuit, venomous strike* > > 1st-level: *element of surprise, expeditious retreat, toxin scan* > > 2nd-level: *frequency scan, toxin purge, truth serum* > > 3rd-level: *tactical advantage, tech override* > ### Actions > ***Multiattack.*** Admiral Gilder makes two attacks with its vibroknuckler. > > ***Vibroknuckler.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) kinetic damage > > ***Call to Attack.*** Up to four allies within 120 feet of Admiral Gilder that can hear him can each use their reaction to make one weapon attack. \pagebreakNum ___ > ## Captain Vischera >*Medium humanoid, lawful dark* > ___ > - **Armor Class** 14 (mesh armor) > - **Hit Points** 28 (5d8+5) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|12 (+1)|14 (+2)|12 (+1)|13 (+1)| >___ > - **Skills** Lore +4, Medicine +3 > - **Senses** passive Perception 11 > - **Languages** Galactic Basic, Bocce, Durese, High Galactic > - **Challenge** 1/4 (50 XP) > ___ > ### Traits > **Brave.** Captain Vischera has advantage on saving throws against being frightened. > ### Actions > ***Blaster pistol.*** *Ranged Weapon Attack:* +3 to hit, range 40/160 ft., one target. *Hit:* 4 (1d6+1) energy damage > > ***Vibrodagger.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage > > ### Reactions > ***Leadership. (Recharges after a Short or Long Rest)*** Captain Vischera can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Captain. A creature can benefit from only one Leadership die at a time. ___ > ## Imperial Guard >*Medium humanoid, lawful balanced* > ___ > - **Armor Class** 13 (mesh armor) > - **Hit Points** 9 (2d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|11 (+0)|11 (+0)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Senses** passive Perception 10 > - **Languages** Galactic Basic > - **Challenge** 1/8 (25 XP) > ___ > > ### Actions > ***Blaster carbine.*** *Ranged Weapon Attack:* +2 to hit, range 60/240 ft., one target. *Hit:* 3 (1d6) energy damage > > ***Stock strike.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) kinetic damage \columnbreak ___ > ## Kargrek and Hagark >*Medium humanoid, neutral balanced* > ___ > - **Armor Class** 11 > - **Hit Points** 48 (5d8+25) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|20 (+5)|8 (-1)|11 (+0)|8 (-1)| >___ > - **Skills** Stealth +3 > - **Senses** passive Perception 10 > - **Languages** none > - **Challenge** 1/2 (100 XP) > ___ > ### Traits > **Amphibious.** Felucians breathe air and water. > > **Mask of the Wild.** Felucians can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. > > ### Actions > ***Fused Skullblade.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10+4) kinetic damage > > ***Burst.*** The Felucian causes the earth to burst from beneath their feet. Each creature within 5 ft., other than them, must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) kinetic damage. \pagebreakNum