SW5e Scum and Villainy 2.0

by Vesh

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000 Series Protocol Droid

Medium droid (class III), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

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

  • Skills Insight +3, Intimidation +4, Lore +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 1 (200 XP)

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

Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.

Techcasting. The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 22 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, venomous strike
1st-level: poison dart, spot the weakness, toxin scan, tranquilizer
2nd-level: paralyze humanoid, toxin purge, truth serum
3rd-level: tactical advantage

Actions

Torturous Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) damage, and the target must succeed on a DC 13 Dexterity saving throw or be shocked until the end of its next turn.


1.4 FD P-Tower Turret

Large construct, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 52 (8d10 + 8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 13 (+1) 18 (+4) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

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

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

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

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

Actions

Laser Cannon (Recharge 4-6). The Turret chooses a target within 600 feet and lets loose a blast of energy at the target. The target must succeed on a DC 15 Dexterity saving throw, or take 28 (7d6+4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.


3P0 Series Droid

Medium droid (class III), unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 18 (4d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 11 (+0) 14 (+2) 12 (+1) 11 (+0)

  • Skills Lore +4, Persuasion +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 0 (10 XP)

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

Actions

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


74-Z Speeder Bike

Large construct, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 52 (8d10 + 8)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Challenge 2 (450 XP)

Comm Jammers. The construct suppresses all electronic communications devices within 60 feet of it.

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

Hovering. Creatures of medium size or smaller can stand in the construct's space.

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 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.

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.



AAT

Huge construct, unaligned


  • Armor Class 19 (armor plating)
  • Hit Points 168 (16d12+64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 19 (+4) 10 (+0) 14 (+2) 7 (-2)

  • Saving Throws Str +9, Con +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, disease, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 12
  • Challenge 13 (10,000 XP)

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

Freedom of Movement. The construct ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.

Operated. The construct requires operation by both a Pilot & Gunner. An active operator acts on its own initiative.

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.

Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action, the Plasma Cannon, or the Medium Repeating Blasters.

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

Actions

Pilot. The active pilot can use the Ram action and make one attack with the Rocket Launcher, if available.

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

Rocket Launcher (6/Day, 1/Turn). The AAT fires a barrage of rockets at a point the Pilot can see within 100/400 feet, which explode in a 10-foot radius. Creatures in the affected area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) kinetic damage on a failed save or half as much on a successful one.

Gunner. The active gunner can make two attacks with the medium repeating blasters.

Medium Repeating Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit: 25 (4d10+6) energy damage.

Plasma Cannon (Recharge 5-6). The AAT launches a plasma shell at a point the Gunner can see within a range of 150/300 feet and at least 15 feet away from itself, which explodes in a 15-foot radius. Each creature in the affected area must make a DC 18 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.



AT-AT

Gargantuan construct, unaligned


  • Armor Class 20 (armor plating)
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Str +14, Con +12
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic and energy from unenhanced weapons
  • Condition Immunities disease, exhaustion, poisoned
  • Senses passive Perception 15
  • Challenge 20 (25,000 XP)

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

Heavy Durasteel Armor. The outer layer of the AT-AT is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-AT takes no damage from an attack or effect that deals less than 25 damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

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

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, 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.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Siege Weaponry. The AT-AT attacks are considered enhanced. Additionally the AT-AT deals double damage to objects or structures.

Towering. Creatures of Large size or smaller can stand in the AT-AT's space.

Troop Transport. The construct can can transport a maximum of 40 troopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-AT.

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

Actions

Pilot. The pilot of the construct can use Frightful Presence and use Stomp.

Frightful Presence. Each creature of the AT-AT's choice within 240 feet of the AT-AT and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the AT-AT's Frightful Presence for 24 hours.

Stomp. All creatures within 10 feet of the AT-AT must make a DC 19 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the construct can use the Heavy Laser Cannon Barrage and attack once with the Cheek Mounted Medium Laser Cannons.

Cheek Mounted Medium Laser Cannons. Ranged Weapon Attack: +10 to hit, range 240/320 ft., one target. Hit 18 (3d10+2) energy damage.

Heavy Laser Cannon Barrage. The AT-AT chooses a point within 320 ft and lets loose a blast from each of its heavy laser cannons that explodes in a 15-foot cube around that point. Each creature within the cube must succeed on a DC 19 Dexterity saving throw, taking 22 (5d8) energy damage on a failed save, or half as much damage on a successful one.


Legendary Actions

The AT-AT can take 3 legendary actions, choosing from the options below. Only one deployed creature can use a legendary action, only one legendary action option can be used at a time and only at the end of another creature's turn. The AT-AT regains spent legendary actions at the start of the pilot's turn.

Cheek Mounted Medium Laser Cannons. The AT-AT makes a single attack with its Cheek Mounted Medium Laser Cannons.

Stomp. (Costs 2 Actions) The AT-AT uses the Stomp action.

Deploy Troops (Costs 2 Actions). The AT-AT mobilizes some of the soldiers traveling within it. It deploys 4 (1d4+2) Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the AT-AT.


AT-RT

Large construct, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 58 (9d10 + 9)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Challenge 3 (700 XP)

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

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

Actions

Multiattack. The AT-RT makes two attacks with its Repeating Blaster Cannon or uses its its Mortar Launcher.

Repeating Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) energy damage

Mortar Launcher. The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) damage on a failed save, or half as much on a successful one.

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.



AT-ST

Huge construct, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 262 (25d12 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 19 (+4) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Str +9, Con +9
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, exhaustion, poisoned
  • Senses passive Perception 11
  • Challenge 15 (13,000 XP)

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

Heavy Durasteel Armor. The outer layer of the AT-ST is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-ST takes no damage from an attack or effect that deals less than 10 damage.

Operated. The construct is operated by both a pilot and gunner and roll initiative separately.

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

Piloted. The construct requires an active pilot to take any actions controlled by the pilot, 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.

Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.

Towering. Creatures of Medium size or smaller can stand in the AT-ST’s space.

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

Actions

Pilot. The pilot of the AT-ST can attack once with the Chin Mounted Blasters and Stomp.

Chin Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 200/400 ft., one target. Hit 16 (2d10+5) energy damage.

Stomp. All creatures within 5 feet of the AT-ST must make a DC 18 Dexterity saving throw, taking 17 (2d12+4) kinetic damage on a failed save, or half as much damage on a successful one.

Gunner. The gunner of the AT-ST can attack twice with the Cheek Mounted Blasters and once with the Concussion Grenade Launcher if it is available.

Cheek Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit 14 (2d8+5) energy damage.

Concussion Grenade Launcher (Recharge 6). The AT-ST launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a DC 18 Dexterity saving throw, taking 32 (5d12) kinetic damage on a failed save, or half as much damage on a successful one.



AT-TE

Gargantuan construct, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 248 (16d20 + 80)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 21 (+5) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Str +12, Con +10
  • Damage Resistances necrotic, poison, psychic
  • Damage Immunities ion
  • Condition Immunities poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, blind, charmed, disease
  • Challenge 18 (20,000 XP)

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

Electromagnetic Shielding. The AT-TE is immune to ion damage.

Heavy Durasteel Armor. The outer layer of the AT-TE is covered in heavy armor, making it difficult for smaller arms to damage it. The AT-TE takes no damage from an attack or effect that deals less than 15 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.

Towering. Creatures of Medium size or smaller can stand in the AT-TE’s space.

Troop Transport. The AT-TE can transport a maximum of 20 troopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the AT-TE.

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

Actions

Pilot. The active pilot can use the Heavy Laser Cannon if available.

Heavy Laser Cannon (Recharge 4-6). The AT-TE chooses a point within 240 ft and lets loose a blast from its heavy laser cannon that explodes in a 15-foot cube around that point. Each creature within the cube must succeed on a DC 17 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.

Gunner. The active gunner of the AT-TE can make two attacks with its Medium Repeating Blasters.

Medium Repeating Blasters. Ranged Weapon Attack: +9 to hit, range 120/240 ft., one target. Hit 19 (3d10+3) energy damage.

LEGENDARY ACTIONS

The AT-TE 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 AT-TE regains spent legendary actions at the start of their turn.

Medium Repeaters. The AT-TE makes a single attack with its medium repeating blasters.

Deploy Troops (Costs 2 Actions). The AT-TE mobilizes some of the soldiers traveling within it. It deploys 4 (1d4+2) Troopers. These troops appear in any unoccupied spaces within 10 feet of the AT-TE.


Acklay, Adolescent

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 5 (-3)

  • Saving Throws Str +6, Con +5
  • Skills Athletics +6, Perception +2
  • Senses darkvision 120 ft., passive Perception 12
  • Challenge 3 (700 XP)

Amphibious. The acklay can breathe air and water.

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) kinetic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice.


Acklay, Adult

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 40 ft., swim 40 ft.

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

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Perception +3
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 13
  • Challenge 8 (3,900 XP)

Amphibious. The acklay can breathe air and water.

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.

Actions

Multiattack. The Acklay makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) kinetic damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both claw attacks hit the same target, the second hit does an extra 10 (1d10+5) kinetic damage.



Acklay Gladiator

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 3 (-4) 11 (+0) 5 (-3)

  • Saving Throws Str +10, Con +9
  • Skills Athletics +10, Perception +4
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 14
  • Challenge 12 (8,400 XP)

Amphibious. The acklay can breathe air and water.

Hulking. Attacks that push, trip, or grapple are made with disadvantage against an acklay gladiator.

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.

Actions

Multiattack. The Acklay makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) kinetic damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both claw attacks hit the same target, the second hit does an extra 11 (1d10+6) kinetic damage.


Aiwha

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 67 (9d12 + 9)
  • Speed 10 ft., fly 80 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Challenge 2 (450 XP)

Dive Attack. If the Aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.

Echolocation. The aiwha can’t use its blindsight while deafened.

Hold Breath. The aiwha can hold its breath for 30 minutes

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) kinetic damage.


Anooba

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Saving Throws Dex +4
  • Skills Perception +3 Stealth +4
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 2 (450 XP)

Impale and Toss. When the anooba hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 13 Strength saving throw or take 5 (1d10) kinetic damage and be flung up to 10 feet away from the anooba in a random direction and knocked prone.

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

Actions

Multiattack. The anooba makes a gore attack and either a bite attack or two claw attacks.

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

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

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.


Aryx

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

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

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


Auto-Turret

Medium construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 19 (3d8 + 6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/2 (100 XP)

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

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Multiattack. The turret makes two repeating blaster attacks.

Repeating Blaster. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.


AX-108 Sentry Gun

Medium construct, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 33 (6d8 + 6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 13 (+1) 14 (+2) 11 (+)) 4 (-3)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

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

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

Targeting Systems. The sentry gun uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Repeating Blaster Burst. The sentry gun sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12+3) energy damage. On a success, the creature takes half damage.


B'omarr BT-16 Brain Walker

Medium droid (class IV), any dark


  • Armor Class 14 (armor plating)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
1 (-5) 11 (+0) 15 (+2) 16 (+3) 12 (+1) 16 (+3)

  • Saving Throws Int +6, Wis +4, Cha +6
  • Skills Deception +6, Lore +6, Perception +4, Persuasion +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities charmed, frightened, paralyzed, poisoned, disease
  • Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Galactic Basic, Binary, Huttese
  • Challenge 3 (700 XP)

Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.

Actions

Multiattack. The brain walker uses its mind thrust and makes two repeating blaster cannon attacks.

Mind Thrust. One creature within 60 feet of the B'omarr Brain Walker must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one.

Repeating Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6+3) kinetic damage.


B'omarr Monk Initiate

Medium humanoid, any neutral


  • Armor Class 14 (combat suit)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 8 (-1) 10 (+0) 12 (+1) 16 (+3) 9 (-1)

  • Skills Deception +2, Medicine +5, Lore +3
  • Senses passive Perception 13
  • Languages Galactic Basic, Huttese
  • Challenge 1/4 (50 XP)

Enlightened. The b'omarr monk adds a d4 to any Intelligence or Wisdom checks it makes. Additionally, it can use its Wisdom modifier when calculating its AC, attack, and damage modifiers (included).

Actions

Hold-Out. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4+3) energy damage.


B1 Battle Droid, B1-A

Medium droid (class IV), unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 7 (2d8 - 2)
  • Speed 30 ft.

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

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 1/4 (50 XP)

Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

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



B1 Battle Droid, B1-X

Medium droid (class IV), unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 9 (-1)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic
  • Challenge 1/2 (100 XP)

Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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

Actions

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

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

REACTIONS

Redirect. When a creature the battle droid can see targets it with an attack, it can choose another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.



B1 Battle Droid Squad

Gargantuan swarm of medium droids (class IV), any alignment


  • Armor Class 14 (armor plating)
  • Hit Points 85 (9d20 - 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 9 (-1) 13 (+1) 10 (+0) 7 (-2)

  • Saving Throws Dex +4, Int +3
  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities charmed, disease, grappled, paralyzed, petrified, poison, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Binary, Galactic Basic
  • Challenge 4 (1,100 XP)

Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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

Reactive. The squad can take one reaction each turn.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium droid. The squad can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

Massed Fire (Recharge 5-6). The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


B2 Series, B2-A

Medium droid (class IV), unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

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

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, Binary
  • Challenge 1 (200 XP)

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

Actions

Multiattack. The battle droid makes two weapon attacks with its strike or wrist blaster.

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

Strike. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Wrist Blaster Volley (Recharge 6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.


B2 Series, B2-HA

Medium droid (class IV), unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

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

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The battle droid makes two weapon attacks with its strike or wrist blaster.

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

Strike. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Wrist Blaster Volley (Recharge 5-6). The battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

Rocket Launcher (1/Day). Each creature in a 20-foot radius sphere centered on a point that the droid can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.


BB Series Astromech Droid

Small droid (class II), unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 14 (4d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 9 (-1)

  • Skills Perception +3, Piloting +5, Technology +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease, prone
  • Senses darkvision 30 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1/2 (100 XP)

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

Keen Hearing and Sight. The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Techcasting. The astromech is a 3rd-level techcaster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers.

At-will: jet of flame, mending, minor hologram, on/off, wire line
1st-Level: decryption program, expeditious retreat, hologram, repair droid, target lock
2nd-Level: motivator boost, release, pyrotechnics

Actions

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


BX Series, BX-5C

Medium droid (class IV), unaligned


  • Armor Class 16 (plate armoring)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 7 (-2)

  • Saving Throws Dex +6
  • Skills Perception +3, Stealth +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 4 (1,100 XP)

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

Droid Synergy. Once per turn, the droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated.

Actions

Multiattack. The droid makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6+4) energy damage.

Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Stealth Field Generator. The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.

Thermal Detonator (1/Day). The droid throws a grenade at point it can see within 40 feet. Each creature within 20 feet of that point must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage and 11 (2d10) kinetic damage. Additionally, on a failed save, the creature is knocked prone. On a success, a creature takes half damage.


BX Series, BX-A

Medium droid (class IV), unaligned


  • Armor Class 15 (plate armoring)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 15 (+2) 13 (+1) 7 (-2)

  • Skills Perception +3, Stealth +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 2 (1,800 XP)

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

Droid Synergy. Once per turn, the droid can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.

Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Stealth Field Generator. The droid becomes invisible. Anything the droid is carrying is invisible as long as it is on the droid. The droid may end the invisibility as a free action. The invisibility ends if the droid attacks.


Bantha, Adolescent

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 15 (+2) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Challenge 2 (450 XP)

Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

Actions

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) kinetic damage.

Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) kinetic damage.


Bantha, Adult

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Challenge 4 (1,100 XP)

Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

Actions

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+6) kinetic damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage.


Bantha, Feral

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 7 (2,900 XP)

Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.

Actions

Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) kinetic damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 (4d10+7) kinetic damage.


Battle Hydra

Huge aberration, neutral dark


  • Armor Class 16 (natural armor)
  • Hit Points 138 (11d12 + 66)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 22 (+6) 2 (-5) 12 (+1) 7 (-2)

  • Saving Throws Str +9, Con +10
  • Skills Perception +7
  • Damage Resistances kinetic and energy
  • Senses darkvision 60 ft., passive Perception 17
  • Challenge 10 (5,900 XP)

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the hydra, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Reactive Heads. The hydra gets an extra reaction that can be used only for opportunity attacks.

Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the Sithspawn Hydra.

Two-Heads. The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the hydra's heads is asleep, its other head is awake.

Actions

Multiattack. The hydra can make four attacks: two with its bite, one with its claws, and one with its stinger.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) kinetic damage.

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

Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

VARIANT: Veerhydra

For a more legendary encounter, consider adding the following traits to the Hydra:

  • HP: The hydra's hit point maximum increases to 200 (16d12 + 96)
  • CR: The hydra's CR increases to 17 (18,000 XP)
  • Legendary Resistance (3/Day).: If the hydra fails a saving throw, it can choose to succeed instead.
  • Reactive Heads: The hydra gets an extra reaction that can be used only for opportunity attacks (up to 3 instead of 2).
  • Three-Heads: The hydra has three heads instead of two.
  • Multiattack: The hydra makes three bite attacks instead of two. Additionally, it's melee weapon attacks have a +10 to hit instead of a +8.
  • Legendary: The hydra gains the following traits:

Legendary Actions: The Veerhydra 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 Veerhydra regains spent legendary actions at the start of its turn.

  • Move. The hydra can move up to its speed without provoking opportunity attacks.
  • Bite. The hydra makes one bite attack.
  • Stinger (2 actions). The hydra makes one stinger attack.
  • Frightful Roar (2 actions). Each creature of the Hydra’s choice that is within 120 feet of the hydra and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hydra’s Frightful Roar for the next 24 hours.

Beggar's Canyon Womp Rat

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Grunge Fever. A creature infected by the rat's Grunge Fever starts to display symptoms after 1d4 days. Symptoms include fatigue and cramps. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest. At the end of each Long Rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of Exhaustion. On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease.

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

Rat Tactics. The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat’s allies.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.

Gnash. Melee Weapon Attack: +4 to hit, reach 5 ft. one target grappled by the rat. Hit: 7 (2d6+2) kinetic damage, and the target must succeed on a DC 11 Constitution saving throw or contract Grunge Fever.


Blastromech Series, BT-1

Small droid (class II), chaotic any


  • Armor Class 17 (armor plating)
  • Hit Points 91 (14d6 + 42)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 17 (+3) 18 (+4) 13 (+1) 8 (-1)

  • Skills Intimidation +4, Perception +6, Stealth +7, Survival +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 13 (10,000 XP)

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

Legendary Resistance (3/Day). If the astromech droid fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The astromech droid makes three blaster cannon attacks.

Blaster Cannon. Each creature in a 10 foot cube centered on a point the droid can see within 100 feet must make a DC 17 Dexterity saving throw. A creature takes 9 (1d10+4) energy damage on a failed save.

Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (2d6+2) kinetic damage

Flamethrower (2/Day). Each creature in a 30-foot cone must make a DC 17 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Rocket Barrage (2/Day). Each creature in a 20-foot radius sphere centered on a point that the droid can see within 150 feet must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS

The Blastromech Series, BT-1 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 Blastromech Series, BT-1 regains spent legendary actions at the start of their turn.

Blaster Fire. The droid makes one Blaster Cannon attack.

Detect. The droid makes a Wisdom (Perception) check.

Rocket Boost. The astromech droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.


Blurrg

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 68 (9d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 15 (+2) 1 (-5) 7 (-2) 5 (-3)

  • Skills Athletics +7
  • Senses passive Perception 8
  • Challenge 2 (450 XP)

Beast of Burden. The blurrg is considered to be Huge for the purposes of determining its carrying capacity.

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

Sure-Footed. The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) kinetic damage.


Boar-Wolf

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 8
  • Challenge 2 (450 XP)

Charge. If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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

Relentless (Recharges after a Short or Long Rest). If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.


Bogwing, Greater

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (+0) 3 (-4) 13 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1 (200 XP)

Beast of Burden. The bogwing is considered to be Large for the purposes of determining its carrying capacity.

Flyby. The bogwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The bogwing makes two attacks with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.


Bogwing, Lesser

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 4 (3d4 - 3)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 9 (-1) 3 (-4) 13 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/8 (25 XP)

Beast of Burden. The bogwing is considered to be Medium for the purposes of determining its carrying capacity.

Flyby. The bogwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

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



Bor

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 20 (+5) 18 (+4) 17 (+3)

  • Saving Throws Con +9, Int +10, Wis +9
  • Skills Deception +8, Insight +14, Lore +10, Perception +9, Persuasion +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft., passive Perception 18
  • Languages understands Galactic Basic but can't speak it
  • Challenge 16 (15,000 XP)

Creature Sense. The bor is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but it can’t sense anything else about it. Droids and creatures protected by a mind blank power or other similar effect cannot be perceived in this manner.

Fortified Mind. The bor has advantage on saving throws against being charmed and frightened, and it can’t be put to sleep.

Legendary Resistance (3/Day). If the bor fails a saving throw, it can choose to succeed instead.

Psychic Link. The bor can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor can perceive everything the target senses. The target is aware that its mind is linked, and the bor can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link with a DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor are more than 1 mile apart, with no consequences to the target. The bor can form psychic links with up to ten creatures at a time.

Telepathy. The bor can communicate telepathically with other creatures within it’s line of sight.

Actions

Multiattack. The bor makes three tentacle attacks.

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 6 (1d6+3) kinetic damage, and the target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8+5) psychic damage at the start of each of its turns, and bor can't use this tentacle on another target. The bor has six tentacles.

Mind Blast (Recharge 5-6). The bor emits a wave of psychic energy. Creatures of the bor's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mental Plunder. The bor targets a creature it is linked to. The bor gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor can also make a Charisma (Deception) check with advantage against the target's Wisdom (Insight) to deceive the target's mind into believing one idea or feeling a particular emotion. On a success, the target believes the deception for 1 hour or until evidence of the lie is presented to it.

LEGENDARY ACTIONS

The bor 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 bor regains spent legendary actions at the start of their turn.

Tentacle. The bor makes one tentacle attack.

Break Concentration. The bor targets a creature it is linked to within 120 feet of it that is concentrating on a power. The target's concentration ends, and the creature takes 1d4 psychic damage per level of the power.

Psychic Pulse. The bor targets a creature it is linked to within 120 feet of it. All creatures of the Bor's choice within 10 feet of the target take 10 (3d6) psychic damage.

Sever Psychic Link. The bor ends its psychic link with one linked target within 120 feet of it. The creature has disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.



Brain Worm

Tiny beast, lawful dark


  • Armor Class 12 (natural armor)
  • Hit Points 21 (6d4 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

  • Skills Perception +2, Stealth +4
  • Damage Vulnerabilities cold
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities blinded
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages understands Geonosian but can't speak
  • Challenge 2 (450 XP)

Detect Sentience. The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power or other similar effect.

Actions

Multiattack. The brain worm makes one enter orifice attack and uses its consume mind.

Enter Orifice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.

Consume Mind. The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this power or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feet of the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.


C1 Series Astromech Droid

Small droid (class II), chaotic any


  • Armor Class 12 (armor plating)
  • Hit Points 7 (2d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 11 (+0) 16 (+3) 12 (+1) 5 (-3)

  • Skills Perception +3, Piloting +5, Technology +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1 (200 XP)

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

Keen Hearing and Sight. The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Rocket Boost (1/Day). The astromech droid leaps up to 40 feet in any direction.

Techcasting. The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 22 tech points and knows the following tech powers:

At-will: assess the situation, electroshock, haywire
1st-level: copy, expeditious retreat, stack the deck
2nd-level: concealed caltrops, paralyze humanoid
3rd-level: read memory, vertical maneuvering

Actions

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


Cantina Brawl

Huge swarm of medium humanoids, unaligned


  • Armor Class 12 (combat suit)
  • Hit Points 67 (9d12 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 11 (+0) 10 (+0) 9 (-1)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 4 (1,100 XP)

Liquid Courage (Recharge 5-6). As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.

Swarm. The cantina brawl can occupy another creature’s space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The cantina brawl makes two melee attacks or two dart attacks.

Improvised Weapon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target in the swarm's space or within range. Hit: 17 (6d4+4) kinetic damage, or 8 (3d4+1) kinetic damage if the cantina brawl has half its hit points or fewer.

Dart. Ranged Weapon Attack: +3 to hit, reach 20/40 ft., one target. Hit: 10 (4d4) kinetic damage, or 5 (2d4) if the cantina brawl has half its hit points or fewer.


Carnivorous Plant

Small plant, unaligned


  • Armor Class 8 (natural armor)
  • Hit Points 26 (4d6 + 12)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 2 (-4)

  • Damage Vulnerabilities fire
  • Damage Resistances acid
  • Condition Immunities blinded, charmed, defeaned, prone
  • Senses blindsight 60 ft., (blind beyond this radius), passive Perception 10
  • Challenge 1/2 (100 XP)

Corrode Metal. Any unenhanced weapon made of metal that hits the plant 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. The plant can eat through 2-inch thick, unenhanced metal in 1 round.

False Appearance. While the plant remains motionless, it is indistinguishable from a normal plant.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage plus 7 (2d6) acid damage.


Chemilizard

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Challenge 2 (450 XP)

Trampling Charge. If the chemilizard moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the chemilizard can immediately make another attack with its bite against it as a bonus action.

Actions

Multiattack. The chemilizard makes two attacks; one with its ram and one with either its bite or its claws.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage. The creature must then succeed on a DC 11 Constitution saving throw or be poisoned for one minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw or has the effect on it ended is immune to the chemilizard's poison for 24 hours.


Cliffborer Worm

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 5 (-3) 12 (+1) 9 (-1)

  • Saving Throws Str +7, Con +6, Cha +2
  • Skills Perception +4, Stealth +4
  • Damage Vulnerabilities sonic
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, prone
  • Senses tremorsense 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 5-foot diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks.

Actions

Multiattack. The cliffborer worm makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage. On a hit, the target is grappled (escape DC 15).

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.


Cliffborer Worm, Ancient

Gargantuan beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 20 ft., burrow 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 20 (+5) 5 (-3) 14 (+2) 9 (-1)

  • Saving Throws Str +10, Con +10, Cha +4
  • Skills Perception +7, Stealth +8
  • Damage Vulnerabilities sonic
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Damage Immunities acid, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious, prone
  • Senses tremorsense 120 ft., passive Perception 17
  • Challenge 13 (10,000 XP)

Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it has surprised.

Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 (5d6) damage from the attack.

Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks.

Actions

Multiattack. The cliffborer worm makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8+5) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the cliffborer worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) kinetic damage plus 10 (3d6) acid damage at the start of each of the cliffborer worm’s turns. The cliffborer worm can have only one creature swallowed at a time. If the cliffborer worm takes 20 damage or more on a single turn from a creature inside it, the cliffborer worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the cliffborer worm. If the cliffborer worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (4d6+5) kinetic damage.


Clodhopper

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)

  • Damage Resistances kinetic
  • Senses passive Perception 10
  • Challenge 1/8 (25 XP)

Standing Leap. The clodhopper’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

Actions

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


Clodhopper Swarm

Large swarm of small beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)

  • Damage Resistances kinetic and energy
  • Senses passive Perception 10
  • Challenge 3 (700 XP)

Standing Leap. The clodhopper’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Beaks (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (4d6+2) kinetic damage.

Beaks (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 9 (2d6+2) kinetic damage.


Condor Dragon

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 68 (9d10 + 18)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 4 (-3) 12 (+1) 6 (-2)

  • Saving Throws Dex +2
  • Skills Perception +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Dive Attack. If the condor dragon is flying and dives at least 30 feet straight toward a target and then hits it with a claw attack, the attack deals an extra 7 (2d6) damage to the target.

Unhindered Movement. The dragon’s movement speed is not reduced while moving with a grappled creature.

Actions

Multiattack. The dragon makes three attacks: two with its claws and one with its bite. It can replace one of its claw attacks with a rend attack if it is grappling a creature.

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

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage, and the target is grappled (escape DC 14). The dragon can only grapple one creature at a time.

Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the dragon. Hit: 15 (2d10+4) kinetic damage.



Cyborg Khagan

Medium humanoid (kaleesh), neutral dark


  • Armor Class 17 (natural armor)
  • Hit Points 136 (21d8 + 42)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1)

  • Saving Throws Str +12, Dex +9, Con +8
  • Skills Athletics +11, Intimidation +7, Perception +6, Stealth +9
  • Damage Vulnerabilities ion
  • Damage Resistances energy, kinetic, necrotic, poison, psychic
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Huttese, Kaleesh, Pak Pak
  • Challenge 20 (25,000 XP)

Cowardice. While cyborg khagan has less than half its hit points remaining, it can take the Dash or Disengage actions as a Bonus action on each of its turns. Additionally, it gains advantage on all Dexterity (Stealth) and Dexterity (Acrobatics) checks.

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the cyborg khagan, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

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

Legendary Resistance (3/Day). If the cyborg khagan fails a saving throw, it can choose to succeed instead.

More Machine than Man. The cyborg khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.

Reckless. At the start of its turn, the cyborg khagan 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.

Relentless (Recharges after a Short or Long Rest). When the cyborg khagan is reduced to 0 hit points, it is reduced to 1 hit point instead.

Wrathful Combatant. The cyborg khagan's melee attacks deal +2 damage (included). Additionally, the cyborg khagan has advantage on all Strength checks and saving throws as long as it is not incapacitated.

Actions

Multiattack. The cyborg khagan can use Crush Them!, Frightful Presence, or Whirling Advance, and then make two weapon attacks; or it can make four weapon attacks.

Lightsaber. Melee Weapon Attack. +12 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) energy damage.

Slam. Melee Weapon Attack.+12 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) kinetic damage.

Heavy Blaster Pistol. Ranged Weapon Attack. +9 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) energy damage.

Crush Them!. The cyborg khagan can direct one of its allies to strike. When it does so, it chooses an ally within 30 feet who can see or hear it. That ally can immediately use its reaction to make one weapon attack.

Frightful Presence. Creatures of the cyborg khagan's choice within 80 feet of it must make a DC 18 Wisdom saving throw or become frightened of the cyborg khagan for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

Whirling Advance. Whirling its blades, the cyborg khagan advances with a shield of sparks and light. It chooses a creature within 30 feet to make a DC 18 Dexterity saving throw. On a failure, the target creature is pushed up to 10 feet away into an unoccupied space and the cyborg khagan moves into the space the target creature previously occupied. This movement does not provoke opportunity attacks. Additionally, the cyborg khagan has advantage on its next attack against the target creature. On a success, cyborg khagan moves into a square adjacent to the target.

Reactions

Deflective Parry. When the cyborg khagan is hit by a melee attack while it is wielding one or more melee weapons, it can reduce the damage taken by 20 (1d10+15). If the damage is reduced to 0, the cyborg khagan can make a Lightsaber attack against the attacker as part of this reaction.

Jedi Slayer. When a creature within 5 feet of the cyborg khagan casts a force power, the cyborg khagan use its reaction to make a melee attack against that creature.

Legendary Actions

The cyborg khagan 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 cyborg khagan regains spent legendary actions at the start of its turn.

Weapon Attack. The cyborg khagan makes one weapon attack.

Move. The cyborg khagan can move up to its movement speed without provoking opportunity attacks.

Advanced Cybernetic Actions (Costs 2 Actions). The cyborg khagan can use either its Whirling Advance or Crush Them! actions.


DF.9 Anti-Infantry Turret

Large construct, unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 75 (10d10 + 20)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 15 (+2) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities disease, grappled, poison, prone, restrained
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 7 (2,900 XP)

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

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

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

Heavy Armor and Shielding. The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. The turret takes no damage from an attack or effect that deals less than 15 damage.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

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

Actions

Multiattack. The turret makes two laser cannon attacks.

Laser Cannon. Ranged Weapon Attack: +6 to hit, range 300/900 ft., one target at least 60 feet away from the turret. Hit: 16 (4d6+2) energy damage. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.


DRK-1 Tracker Droid

Tiny droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 120 ft., passive Perception 13
  • Challenge 0 (10 XP)

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

Interfaced Tracking Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.

Actions

Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.


DSD1 Dwarf Spider Droid

Large droid (class IV), unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 37 (5d10 + 10)
  • Speed 30 ft., burrow 20 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 9 (-1)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses blindsight 120 ft., passive Perception 16
  • Languages Binary, Galactic Basic
  • Challenge 2 (450 XP)

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

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

Actions

Multiattack. The spider droid makes three rapid-fire attacks.

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage. This attack is made with advantage against constructs. Hit or miss, the target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 9 (1d12+3) energy damage on a failed save or half as much on a successful one.

Rapid-fire. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) energy damage.

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

Self-Destruct. When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.

Triangulation. The spider droid selects a target it can see and sends a digital signal to an OG-9 Homing Spider Droid within 600 feet but more than 60 feet away. The OG-9 is made aware of the target's exact location, even if it cannot see it directly, and its next attack roll against that target is made with advantage, or the next saving throw it forces the target to make is made with disadvantage. Any effect that blocks communications, such as a comm jammer, obstructs this signal, causing it to fail. The dwarf spider droid knows if its signal is being blocked.


DUM-Series Pit Droid

Small droid (class II), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 3 (1d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 11 (+0)

  • Skills Investigate +3, Technology +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 11
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 0 (10 XP)

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

Crafter Protocol. The droid comes with proficiency in three tools, chosen when it is crafted.

Interfaced Crafting Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it makes an ability check using tools with which the droid is also proficient, it has advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.

Powerful Build. The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.

Withdraw (1/Rest). The first time the droid would drop to zero hit points, it can instead drop to 1 hit point, temporarily deactivate, and fold up into a tougher, immobile form. While withdrawn, the droid has an AC of 14, and is considered paralyzed. This effect ends when a creature that is interfaced with the droid uses a bonus action to end the effect, the droid is .

Actions

Kick. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 kinetic damage

Repair (1/Day). The droid patches up a droid or construct within 5 feet using a repair kit. The target can immediately roll a Hit Die, regaining hit points equal to the number rolled plus its Constitution modifier, plus an additional 4 (1d8) hit points.



Dark Lord Spirit

Medium undead, neutral dark


  • Armor Class 20 (natural armor)
  • Hit Points 313 (33d8 + 165)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 23 (+6) 21 (+5) 26 (+8)

  • Saving Throws Dex +9, Con +12, Wis +12
  • Skills Deception +15, Insight +12, Perception +12, Persuasion +15
  • Damage Resistances acid, fire, lightning, sonic, ion
  • Damage Immunities cold, necrotic, poison; kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened, grappled, poisoned, prone, restrained, disease
  • Senses truesight 120 ft., passive Perception 22
  • Languages Any languages it knew in life, telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Forcecasting. The spirit’s forcecasting ability is Charisma (force save DC 23). It can innately cast the following force powers:

At-will: coerce mind, fear, improved feedback, sense force, sever force
1/Day each: dominate monster, improved force camouflage, mass animation
3/Day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis

Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed instead.

Tech Resistance. The spirit has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The spirit makes two attacks with its force saber.

Force Saber. Melee Power Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) energy damage plus 10 (3d6) psychic damage

Dark Lightning. Ranged Power Attack: +15 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 23 Constitution saving throw or become shocked until the end of their next turn.

Teleport. The spirit teleports up to 120 feet to an unoccupied space it can see.

LEGENDARY ACTIONS

The Dark Lord Spirit 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 Dark Lord Spirit regains spent legendary actions at the start of their turn.

Saber. The spirit makes one attack with its Force Saber.

Dark Lightning. The spirit makes one attack with its Dark Lightning.

Sow Discord. The spirit casts coerce mind or fear.

Teleport. The spirit uses its teleport.


Dark Side Spirit

Medium undead, neutral dark


  • Armor Class 13 (natural armor)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 17 (+3) 15 (+2) 16 (+3)

  • Saving Throws Int +5, Wis +4
  • Skills Perception +4, Stealth +5
  • Damage Resistances acid, fire, lightning, sonic, ion; kinetic and energy from unenhanced weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, frightened, grappled, poisoned, prone, restrained, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Any languages that it knew in life
  • Challenge 4 (1,100 XP)

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Tech Resistance. The spirit has advantage on saving throws against tech powers and other tech effects.

Actions

Maddening Touch. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) psychic damage.

Whispers of Madness. The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, taking 7 (1d8+3) psychic damage on a failed save, and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see. On a successful save, it takes half as much damage.

Howling Delirium (Recharge 6). Each creature within 30 feet of the spirit that can hear it must make a DC 13 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.

Deathly Wail (1/Day). The spirit releases a dark wail, provided that it isn't in sunlight. This wail has no effect on droids, constructs, and undead. All other creatures within 30 feet of it that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.


Death Trooper

Medium humanoid, lawful dark


  • Armor Class 16 (weave armor)
  • Hit Points 97 (15d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +7, Stealth +10, Survival +4
  • Senses truesight 15 ft., blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, any one other language
  • Challenge 7 (2,900 XP)

Enhanced Weaponry. The death trooper's weapon attacks are considered enhanced for the purposes of overcoming resistances.

Keen Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Nimble Escape. The death trooper can take the Disengage or Hide action as a bonus action on each of its turns.

Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point on a target, dealing an extra 7 (2d6) damage on a hit.

Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the trooper does not have disadvantage on the attack roll. Additionally, the trooper's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it.

Surprise Attack. If the death trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The trooper makes two melee attacks or four ranged attacks.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Blaster Rifle Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8+4) energy damage on a failed save, or half as much damage on a successful one.

Thermal Detonator (3/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails its save is knocked prone.


Destroyer Droideka

Medium droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (6d8 + 18)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 7 (-2)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

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

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.

Actions

Multiattack. The droideka makes two weapon attacks.

Twin Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 13 (2d8+4) energy damage.

Twin Blaster Cannon Burst (Recharge 4-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 13 (2d8+4) energy damage on a failed save, or half as much on a successful one.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.


Destroyer Droideka Mark II

Large droid (class IV), unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 85 (9d10 + 36)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 15 (+2) 16 (+3) 7 (-2)

  • Skills Perception +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 17
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 10 (5,900 XP)

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

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 120 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 20 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.

Actions

Multiattack. The droideka makes two attacks with its twin blaster cannons and either one attack with its ion cannon or it uses its triple blaster cannon burst, if available.

Twin Blaster Cannons. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 16 (2d10+5) energy damage.

Triple Blaster Cannon Burst (Recharge 5-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 17 Dexterity saving throw, taking 21 (3d10+5) energy damage on a failed save, or half as much on a successful one.

Twin Ion Cannons. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 12 (2d6+5) ion damage.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.


Dewback, Adolescent

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistances fire
  • Senses passive Perception 13
  • Challenge 2 (450 XP)

Keen Smell. The dewback has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The dewback makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.


Dewback, Adult

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Resistances fire
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Charge. If the dewback moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dewback can make one claw attack against it as a bonus action.

Keen Smell. The dewback has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The dewback makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.


Dianoga, Adolescent

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 5 (-3)

  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Dianoga
  • Challenge 1 (200 XP)

Grasping Tentacles. The dianoga can have up to seven tentacles at a time. Each tentacle can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 12 Strength check against it.

Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Regeneration. The dianoga regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The dianoga makes two attacks: one with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the dianoga can't use this tentacle on another target.


Dianoga, Adult

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 15 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Constitution +7, Wis +4
  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Dianoga
  • Challenge 5 (1,800 XP)

Grasping Tentacles. The dianoga can have up to seven tentacles at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Regeneration. The dianoga regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The dianoga makes three attacks: two with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) kinetic damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.

Tentacle Slam. The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Constitution saving throw or take 10 (2d6+3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.


Dragonsnake

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws Dex +5, Con +6
  • Skills Perception +4, Stealth +5
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 8 (3,900 XP)

Ambusher. In the first round of a combat, the dragonsnake has advantage on attack rolls against any creature it surprised.

Hold Breath. The dragonsnake can hold its breath for 1 hour.

Surprise Attack. If the dragonsnake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The dragonsnake makes three attacks: one with its claws, one with its constrict, and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one large or smaller creature. Hit: 14 (2d8+5) kinetic damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the dragonsnake can constrict only this target.

Crush (Recharge 5-6). A creature grappled by the dragonsnake must make a DC 16 Strength saving throw, taking 32 (6d8+5) kinetic damage on a failed save, or half as much damage on a successful one.



Emperor's Hand

Medium humanoid, lawful balanced


  • Armor Class 19 (fiber armor and medium shield generator)
  • Hit Points 204 (24d8 + 96)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Dex +11, Con +10, Int +8
  • Skills Acrobatics +11, Athletics +6, Deception +10, Insight +10, Perception +10, Sleight of Hand +11, Stealth +11
  • Condition Immunities charmed, frightened
  • Senses passive Perception 20
  • Languages Galactic Basic, Huttese
  • Challenge 19 (22,000 XP)

Assassinate. During its first turn, the Emperor’s Hand has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Emperor’s Hand scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the emperor's hand can use a bonus action to take the Dash, Disengage, or Hide action.

Forcecasting. The Emperor’s Hand is a 5th level force caster (force save DC 18, +10 to hit with power attacks, 24 force points). The Emperor’s Hand knows the following powers:

At-will: affect mind, force disarm, mind trick
1st-level: breath control, force body, force jump, sense emotion, slow descent
2nd-level: coerce mind, dark shear, force confusion
3rd-level: knight speed, force repulse

Legendary Resistance (3/Day). If the emperor’s hand fails a saving throw, it can choose to succeed instead.

Sneak Attack (1/Turn). Once per turn, the emperor's hand can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the emperor's hand that isn’t incapacitated.

Techcasting. The Emperor’s Hand is a 5th level tech caster (tech save DC 16, +8 to hit with power attacks, 22 tech points). The Emperor’s Hand knows the following powers.

At-will: light, poison spray, venomous strike
1st-level: alarm, holographic disguise, poison dart, tranquilizer
2nd-level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum
3rd-level: invisibility to cameras, tech override

Actions

Multiattack. The emperor's hand makes three melee weapon attacks or three ranged weapon attacks.

Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) energy damage.

Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 9 (1d8+5) energy damage.

REACTIONS

Uncanny Dodge. The emperor's hand halves the damage that it takes from an attack that hits it. The emperor's hand must be able to see the attacker.

LEGENDARY ACTIONS

The Emperor's Hand 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 Emperor's Hand regains spent legendary actions at the start of their turn.

Move. The emperor's hand can move up to its movement speed without provoking opportunity attacks.

At-Will. The emperor's hand casts an at-will power.

Lightfoil. The emperor's hand makes one lightfoil attack.


Energy Spider

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Damage Vulnerabilities ion
  • Damage Immunities energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Challenge 1 (200 XP)

Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage plus 9 (2d8) necrotic damage. The target must make a DC 12 Constitution saving throw, taking the necrotic damage on a failed save, or half as much damage on a successful one. The energy spider gains temporary hit points equal to the necrotic damage taken.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

Draw In. The energy spider pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls the creature within 5 feet of the energy spider, the spider can make one bite attack against the creature as a bonus action.


Eopie

Large beast, unaligned


  • Armor Class 9 (natural armor)
  • Hit Points 15 (2d10 + 4)
  • Speed 50 ft.

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

  • Senses passive Perception 9
  • Challenge 1/8 (25 XP)

Beast of Burden. The eopie is considered to be Huge for the purposes of determining its carrying capacity.

Actions

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

Regurgitate. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 2 (1d4) acid damage, and the target must make a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn.


Ewok Pony

Medium beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Skills Athletics +4
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.


Exogorth, Adolescent

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 8 (-1)

  • Saving Throws Con +8, Wis +4
  • Damage Immunities necrotic
  • Condition Immunities blinded
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10
  • Challenge 11 (7,200 XP)

Huge Strength. The exogorth’s melee weapon attacks are considered enhanced.

Legendary Resistance (1/Day). If the exogorth fails a saving throw, it can choose to succeed instead.

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

Space-Borne. The exogorth can survive in the vacuum of space.

Tunneler. The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot diameter tunnel in its wake.

Actions

Multiattack. The exogorth makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 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 exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Exogorth, Adult

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • 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)

  • Saving Throws Con +11, Wis +4
  • Damage Immunities necrotic
  • Condition Immunities blinded
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Challenge 15 (13,000 XP)

Gargantuan Strength. The exogorth’s melee weapon attacks are considered enhanced.

Legendary Resistance (3/Day). If the exogorth fails a saving throw, it can choose to succeed instead.

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

Space-Borne. The exogorth can survive in the vacuum of space.

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

Actions

Multiattack. The exogorth makes two attacks: one with its bite and one with its tail.

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 exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth 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 exogorth. If the exogorth 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. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d6+9) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Fambaa

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d12 + 20)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 15 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Saving Throws Con +4
  • Skills Athletics +8, Survival +2
  • Senses passive Perception 10
  • Challenge 3 (700 XP)

Amphibious. The fambaa can breathe air and water.

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

Sure-Footed. The fambaa has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) kinetic damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.


Fambaa Howdah

Huge beast, unaligned


  • Armor Class 16 (battle armor)
  • Hit Points 102 (12d12 + 24)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 15 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Saving Throws Dex +2, Con +5
  • Skills Athletics +9, Survival +3
  • Senses passive Perception 10
  • Challenge 5 (1,800 XP)

Amphibious. The fambaa can breathe air and water.

Howdah. The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.

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

Sure-Footed. The fambaa has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.


Fathier

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +3, Con +3
  • Skills Athletics +6
  • Senses passive Perception 11
  • Challenge 2 (450 XP)

Keen Hearing. The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

Trampling Charge. If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.


Fexian Skullborer

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 20 (8d6 - 8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 8 (-1) 6 (-2) 12 (+1) 7 (-2)

  • Saving Throws Dex +6
  • Skills Perception +3, Stealth +6
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 3 (700 XP)

Diving Ambush. If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.

Keen Striking. The skullborer scores a critical hit on a roll of 19 or 20. If at least one of the skullborer's allies is within 5 feet of its target and the ally isn't incapacitated, the skullborer instead scores a critical hit on a roll of 18-20.

Poisonous Skin. Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer’s skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the skullborer. Hit: 36 (8d8) kinetic damage. If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.

Superior Camouflage. The skullborer turns invisible until its concentration ends (as if concentrating on a power).


Flesh Raider

Medium humanoid, any dark


  • Armor Class 12 (fiber armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

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

  • Skills Intimidation +2, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Rakata
  • Challenge 1/2 (100 XP)

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

Force Contention. The raider has advantage on Strength and Constitution saving throws against force powers and other effects.

Actions

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Slugpistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) kinetic damage.

Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.


Flesh Raider Apprentice

Medium humanoid, any dark


  • Armor Class 13 (fiber armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 9 (-1) 10 (+0) 14 (+2)

  • Saving Throws Wis +2
  • Skills Intimidation +4, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Rakata
  • Challenge 1 (200 XP)

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

Forcecasting. Forcecasting. The Flesh Raider Apprentice is a 4th-level forcecaster. Its forcecasting ability is Charisma (power save DC 12, +4 to hit with force attacks) and it has 14 force points. The Flesh Raider Apprentice knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward
1st-level: curse, sap vitality
2nd-level: drain vitality, force camouflage

Force Contention. The raider has advantage on Strength and Constitution saving throws against force powers and other effects.

Actions

Multiattack. The flesh raider makes two attacks with its lightsaber.

Lightsaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) energy damage.

Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.


Flesh Raider Berserker

Medium humanoid, any dark


  • Armor Class 16 (battle armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws Str +5, Con +5
  • Skills Athletics +5, Intimidation +2, Survival +2
  • Damage Resistances kinetic and energy
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Rakata
  • Challenge 4 (1,100 XP)

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

Force Contention. The raider has advantage on Strength and Constitution saving throws against force powers and other effects.

Rampage. When the raider reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a vibrosword attack.

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The raider makes two attacks with its vibrosword.

Vibrosword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Slugpistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6+1) kinetic damage.

Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.


Flesh Raider Chieftain

Medium humanoid, any dark


  • Armor Class 15 (mesh armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 14 (+2)

  • Saving Throws Int +2, Wis +3
  • Skills Insight +3, Intimidation +2, Lore +1, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Rakata
  • Challenge 2 (450 XP)

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

Aura of Bloodthirst. If the chieftain isn’t incapacitated, any other flesh raider can make a melee attack as a bonus action while within 10 feet of the chieftain.

Force Contention. The raider has advantage on Strength and Constitution saving throws against force powers and other effects.

Actions

Multiattack. The raider makes either two melee weapon attacks or ranged weapon attacks.

Vibrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.

Slugthrower. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) kinetic damage.

Slugthrower Burst (Recharge 5-6). The chieftain sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 12 Dexterity saving throw, taking normal weapon damage on a failed save.

Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the flesh raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.


Flutterplume

Medium beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 5 (1d8 + 1)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 1/8 (10 XP)

Flyby. The flutterplume doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight and Smell. The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Actions

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


Flutterplume, Mantellian

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 13 (+1) 2 (-4) 16 (+3) 6 (-2)

  • Skills Perception +5
  • Senses passive Perception 15
  • Challenge 2 (450 XP)

Blood Thirsty. If the flutterplume hits the same creature with two talon attacks in one turn, it can make a beak attack as a bonus action.

Flyby. The flutterplume doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight and Smell. The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Actions

Multiattack. The flutterplume makes two talon attacks.

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage.



Force Storm Eye

Gargantuan elemental, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 264 (16d20 + 96)
  • Speed 0 ft., fly 120 ft.

STR DEX CON INT WIS CHA
23 (+6) 28 (+9) 23 (+6) 2 (-4) 21 (+5) 18 (+4)

  • Saving Throws Wis +11, Cha +10
  • Damage Resistances ion; kinetic and energy from unenhanced weapons
  • Damage Immunities lightning, poison, psychic, sonic
  • Condition Immunities blinded, charmed, deafened, disease, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, shocked, stunned
  • Senses truesight 120 ft., passive Perception 15
  • Challenge 17 (18,000 XP)

Air Form. The eye can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Flyby. The eye doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Legendary Resistance (3/Day). If the eye fails a saving throw, it can choose to succeed instead.

Siege Conditions. The eye deals double damage to objects and structures.

Actions

Multiattack. The eye makes two attacks with its thunder slam.

Thunder Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 23 (4d6+9) sonic damage.

Lightning Storm (Recharge 6). All creatures within 120 feet of the eye must each make a DC 19 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Legendary Actions

The Force Storm Eye 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 Force Storm Eye regains spent legendary actions at the start of their turn.

Move. The eye moves up to its speed.

Lightning Strike (Costs 2 Actions). The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 19 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.

Screaming Gale (Costs 3 Actions). The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) sonic damage. Each creature there must succeed on a DC 20 Dexterity saving throw or take 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature, the other creature must succeed on a DC 18 Dexterity saving throw or take an equal amount of kinetic damage and be knocked prone.


Forest Nexu, Adolescent

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 21 (6d6)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +5
  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
  • Challenge 2 (450 XP)

Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

Keen Striking. The nexu scores a critical hit on a roll of 19 or 20. If at least one of the nexu's allies is within 5 feet of its target and the ally isn't incapacitated, the nexu instead scores a critical hit on a roll of 18-20.

Pounce. If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

Stun Prone. When the nexu is hit by a critical hit, it must succeed on a Constitution saving throw with a DC of 5 + half the damage taken or be stunned until the end of its next turn.

Actions

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

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.


Forest Nexu, Adult

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 58 (13d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +7
  • Skills Perception +4, Stealth +7
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

Keen Striking. The nexu scores a critical hit on a roll of 19 or 20. If at least one of the nexu's allies is within 5 feet of its target and the ally isn't incapacitated, the nexu instead scores a critical hit on a roll of 18-20.

Pounce. If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.

Stun Prone. When the nexu is hit by a critical hit, it must succeed on a Constitution saving throw with a DC of 5 + half the damage taken or be stunned until the end of its next turn.

Actions

Multiattack. The nexu makes two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage.

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

Reactions

Sentinel Awareness. Creatures provoke an opportunity attack when they move to within the nexu's reach or move 5 feet or greater while within its reach.


Fyrnock

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 3 (-4) 10 (+0) 7 (-2)

  • Skills Stealth +5
  • Senses darkvision 120 ft., passive Perception 10
  • Challenge 1 (200 XP)

Reckless. At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Shadow Stealth. While lightly or heavily obscured, the fyrnock can take the Hide action as a bonus action.

Sunlight Hypersensitivity. The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The fyrnock makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage


GH-7 Medical Analysis Unit

Small droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d6 - 2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 7 (-2) 13 (+1) 12 (+1) 11 (+0)

  • Skills Medicine +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 11
  • Languages Galactic Basic, any one other language
  • Challenge 0 (10 XP)

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

Interfaced Healing Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it restores hit points to a creature that is within 5 feet of the droid, it can roll the dice twice and take either total.

Actions

Medkit (1/Rest). The droid expends a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Medpac (1/Day). The droid heals up a creature within 5 feet using a medpac. The target can immediately roll a Hit Die, regaining hit points equal to the number rolled plus its Constitution modifier, plus an additional 4 (1d8) hit points.

Administer Antidote (1/Rest). The droid administers a charge of an antidote kit to cure a target of one poison affecting it or to give it advantage on saving throws against poison for 1 hour. This has no effect on droids or constructs.


Gamorrean Enforcer

Medium humanoid (gamorrean), chaotic dark


  • Armor Class 16 (unarmored defense)
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 9 (-1) 11 (+0) 9 (-1)

  • Saving Throws Con +7
  • Skills Athletics +7, Intimidation +2
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Brutal Critical. When the gamorrean scores a critical hit with a melee weapon attack, roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Onslaught. As a bonus action, the gamorrean can make a shove attack.

Reckless. At the start of its turn, the gamorrean 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

Multiattack. The gamorrean makes two attacks with its vibroaxe.

Vibroaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) kinetic damage.

REACTIONS

Revenge. When a gamorrean is dealt 15 damage or more by a single attack and survives, it can make a vibroaxe attack against the attacker.


Gamorrean Guard

Medium humanoid (gamorrean), chaotic dark


  • Armor Class 15 (unarmored defense)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 9 (-1) 11 (+0) 9 (-1)

  • Saving Throws Con +6
  • Skills Athletics +6, Intimidation +1
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses passive Perception 10
  • Languages Gamorrese, understands Galactic Basic but can't speak it
  • Challenge 4 (1,100 XP)

Brutal Critical. When the gamorrean scores a critical hit with a melee weapon attack, roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Onslaught. As a bonus action, the gamorrean can make a shove attack.

Reckless. At the start of its turn, the gamorrean 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: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) kinetic damage.


Geejaw

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 11
  • Challenge 0 (10 XP)

Mimicry. The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Ghest

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Saving Throws Con +6, Wis +3
  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Challenge 6 (2,300 XP)

Ambusher. In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.

Hold Breath. The ghest can hold its breath for 30 minutes.

Actions

Multiattack. The ghest makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest’s turns. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 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 ghest. If the ghest dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The ghest can have no more than two targets swallowed at a time.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.


Gladiator

Medium humanoid (any), chaotic dark


  • Armor Class 16 (combat suit and heavy shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Galactic Basic and and one other language
  • Challenge 6 (2,300 XP)

Brave. The gladiator has advantage on saving throws against being frightened.

Gladitorial Training. The gladiator deals one extra die of damage with its melee weapons (included).

Actions

Multiattack. The gladiator makes two vibroblade attacks and one shield bash.

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

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions

Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.


Gizka

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 10 (+0) 5 (-3)

  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Challenge 0 (10 XP)

Echolocation. The gizka can’t use its blindsight while deafened.

Standing Leap. The gizka’s long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

Actions

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


Gizka Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
  • Challenge 1 (200 XP)

Echolocation. The gizka can’t use its blindsight while deafened.

Standing Leap. The gizka’s long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.

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 gizka. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d6+2) kinetic damage or 5 (1d6+2) kinetic damage if the swarm has half of its hit points or fewer.


Gonk Droid

Small droid (class II), unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 5 (1d6 + 2)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 9 (-1) 7 (-2) 8 (-1)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Binary, Gonkian, understands Galactic Basic but can't speak it
  • Challenge 1/2 (100 XP)

Explosive Retribution. When the Gonk Droid is reduced to zero hit points, it immediately uses its Self-Destruct.

Actions

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

Charging Port (2/Day). The droid touches one weapon or object powered by a power cell, or one power cell within 5 feet of it. The cell immediately regains its full charge.

Self-Destruct. The droid explodes and is destroyed. Each creature in a 20-foot radius sphere centered on the droid must make a DC 12 Dexterity saving throw. A target takes 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.


Gorax

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 7 (-2) 11 (+0) 6 (-2)

  • Saving Throws Dex +5, Con +8, Wis +3
  • Skills Athletics +9, Intimidation +1, Perception +3
  • Senses darkvision 60 ft., passive Perception +13
  • Languages Gorax
  • Challenge 7 (2,900 XP)

Keen Hearing. The gorax has advantage on Wisdom (Perception) checks that rely on hearing.

Stench. Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.

Sunlight Sensitivity. While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gorax makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) kinetic damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (6d6+6) kinetic damage and the target is grappled and restrained (escape DC 17). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves. A creature suffers 10 (1d8+6) kinetic damage every time it starts its turn restrained by a stomp.

Throw Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) kinetic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Sweeping Blow (Recharge 6). The gorax can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 15-feet wide around the gorax. All targets in that area take 19 (3d8+6) kinetic damage, or no damage with a successful DC 17 Dexterity saving throw.


Gorgodon

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft., climbing 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Str +9
  • Skills Athletics +9, Perception +5, Stealth +5, Survival +5
  • Damage Resistances cold; energy from ranged weapons, kinetic from unenhanced weapons
  • Senses passive Perception 15
  • Challenge 6 (2,300 XP)

Jaws of Hunger. The gorgodon has advantage on bite attacks it makes against a grappled or restrained creature.

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

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

Snow Camouflage. The gorgodon has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The gorgodon makes two attacks with its claws. If it is grappling a creature, it can instead make one crush attack. It then makes one bite or tail attack.

Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (1d12+6) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage. If the gorgodon is not already grappling a creature, the target must succeed on a DC 16 Strength or Dexterity saving throw (the creature chooses the ability to use) or become grappled. Until the grapple ends, the creature is restrained.

Tail Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (1d10+6) kinetic damage.

Crush. The gorgodon makes one claw attack against a creature it is grappling. If the attack hits, the creature takes normal weapon damage and must succeed on a DC 16 Constitution saving throw or become stunned until the end of its next turn.



Grand Admiral

Medium humanoid, any alignment


  • Armor Class 19 (fiber armor and medium shield generator)
  • Hit Points 246 (29d8 + 116)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 27 (+8) 23 (+6) 20 (+5)

  • Saving Throws Dex +11, Int +14, Wis +12, Cha +11
  • Skills Athletics +7, Deception +11, Insight +12, Investigation +14, Lore +14, Perception +12, Persuasion +11
  • Damage Resistances psychic
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Galactic Basic, Cheunh, any three other languages
  • Challenge 20 (25,000 XP)

Hardened Mind. The Grand Admiral has advantage on ability checks and saving throws made to detect illusions or resist charm and fear effects.

Innate Techcasting. The Grand Admiral’s techcasting ability is Intelligence (tech save DC 23, +15 to hit with tech attacks). The Grand Admiral innately knows the following tech powers:

At-will: assess the situation, analyze, decryption program, detect enhancement, spot the weakness, detect invisibility, detect traps
1/day each: contingency, find the path, tactical superiority, stun, predictive A.I.
3/day each: element of surprise, explosion, tactical advantage, ballistic shield, salvo, friendly fire, greater analyze

Legendary Resistance (3/Day). If the Grand Admiral fails a saving throw, it can choose to succeed instead.

Snapshot Mastery. The Grand Admiral's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it. Additionally, it adds 3 to ranged weapon attack rolls (included).

Targeted Analysis. The Grand Admiral’s attack rolls cannot suffer from disadvantage.

Tech Resistance. The Grand Admiral has advantage on saving throws against tech powers and other tech effects.

Actions

Multiattack. The grand admiral makes three melee weapon attacks or three ranged weapon attacks.

Heavy Pistol. Ranged Weapon Attack: +14 to hit, range 40/160 ft., one target. Hit: 14 (2d8+5) energy damage.

Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) kinetic damage.

All-Out Attack (1/Day). The Grand Admiral can choose up to 8 allies within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the Grand Admiral's choice. It may choose the target for each attack separately.

Reactions

Calculated Timing. When a hostile creature is attacked by ally, the Grand Admiral can use a reaction to make one weapon attack against them.

Legendary Actions

The Grand Admiral 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 Grand Admiral regains spent legendary actions at the start of their turn.

Move. The Grand Admiral moves up to its speed without provoking opportunity attacks.

At-Will. The Grand Admiral casts an at-will power.

Attack. The Grand Admiral makes one Heavy Pistol, Techblade, or Unarmed Strike attack.


Greysor

Small beast, unaligned


  • Armor Class 12 (armor class)
  • Hit Points 7 (2d6)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 5 (-3) 13 (+1) 6 (-2)

  • Senses passive Perception 11
  • Challenge 1/4 (50 XP)

Keen Sight and Smell. The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

Actions

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


Gundark, Adolescent

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 4 (-3) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception +13
  • Challenge 1/2 (100 XP)

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

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

Actions

Multiattack. The gundark makes two claw attacks.

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


Gundark, Adult

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 13 (+1) 5 (-3) 15 (+2) 8 (-1)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception +14
  • Challenge 2 (450 XP)

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

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

Actions

Multiattack. The gundark makes two attacks with its claws and one with its gigantic claw.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

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


Gundark, Alpha

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 3 (-4) 13 (+1) 7 (-2)

  • Saving Throws Dex +6, Con +9, Cha +2
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception +15
  • Challenge 9 (5,000 XP)

Aura of Menace. If the alpha isn’t incapacitated, hostile creatures have disadvantage on attacks against other gundarks while within 10 feet of the alpha.

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

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

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

Actions

Multiattack. The gundark makes two attacks with its claws and then makes one bite attack or uses its crush.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage. The target is grappled (escape DC 17) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

Crush. Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the gundark. Hit: 12 (2d6+5) kinetic damage, and the target must succeed on a DC 17 Strength saving throw, taking an additional 21 (6d6) kinetic damage on a failed save, or half as much on a success.


Gundark, Matriarch

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (-2) 15 (+2) 9 (-1)

  • Saving Throws Dex +5, Con +5
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception +15
  • Challenge 6 (2,300 XP)

Aura of Blood Thirst. If the matriarch isn’t incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.

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

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

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

Actions

Multiattack. The matriarch can make four attacks: two with its claws and two with its gigantic claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.

Gigantic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) kinetic damage.


Gutkurr

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Damage Resistances energy
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 4 (1,100 XP)

Pounce. If the gutkurr moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gutkurr can make one bite attack against it as a bonus action.

Wounded Fury. While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions

Multiattack. The gutkuur makes two claw attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10+3) kinetic damage.

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



HK-Series, HK-47

Medium droid (class IV), lawful dark


  • Armor Class 18 (armor plating)
  • Hit Points 112 (15d8 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 17 (+3) 17 (+3) 16 (+3) 15 (+2)

  • Saving Throws Dex +10, Int +8, Wis +8
  • Skills Acrobatics +10, Athletics +7, Insight +8, Perception +8, Survival +8, Technology +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Binary
  • Challenge 14 (11,500 XP)

Assassinate. During its first turn, the HK droid has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the HK droid scores against a surprised creature is a critical hit.

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

Droid Synergy. Once per turn, the HK droid can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the HK droid that isn’t incapacitated.

Legendary Resistance (3/Day). If the HK droid fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The HK droid uses either its flamethrower or gas grenade if available, and then makes three weapon attacks.

Blaster Rifle. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 9 (1d8+5) energy damage.

Stock Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) energy damage.

Flamethrower (Recharge 5-6). Each creature in a 15-foot cone or a 30-foot line must make a Dexterity saving throw (DC 16). A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.

Gas Grenade (2/Day). The HK droid throws a gas grenade at a point within 40 feet. The gas grenade spews a thick cloud of yellow-green fog in a 15-foot radius. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.

Superior Cloaking. The HK droid turns invisible until its concentration ends (as if concentrating on a power).

Reactions

Reactive Shield (1/Day). Until the start of its next turn, the assassin droid has a +5 bonus to AC. This includes the triggering attack.

Legendary Actions

The HK Series, HK-47 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 HK Series, HK-47 regains spent legendary actions at the start of their turn.

Attack. The HK droid makes one weapon attack.

Detect. The HK droid makes a Wisdom (Perception) check.

Rocket Boost. The HK droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.

Stealth Protocols (Costs 2 Actions). The HK droid uses its Superior Cloaking.


Hawk-Bat

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Saving Throws Dex +4
  • Skills Perception +4
  • Condition Immunities blinded
  • Senses blindsight 60 ft., passive Perception 14
  • Challenge 1/4 (50 XP)

Dive Attack. If the hawk-bat is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 7 (2d6) damage to the target.

Echolocation. The hawk-bat loses blindsight when deafened.

Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Pack Tactics. The hawk-bat has advantage on an attack roll if at least one of the hawk-bat's allies is within 5 feet of the target and the ally isn't incapacitated.

Actions

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


Hawk-Bat Swarm

Large swarm of small beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d10)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Saving Throws Dex +4
  • Skills Perception +4
  • Damage Resistances kinetic and energy
  • Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 14
  • Challenge 2 (450 XP)

Dive Attack. If the hawk-bat is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 3 (1d6) damage to the target.

Echolocation. The hawk-bat loses blindsight when deafened.

Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small creature. The swarm can’t regain hit points or gain temporary hit points.

Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 11 (2d8+2) kinetic damage, or 6 (1d8+2) kinetic damage if the swarm has half of its hit points or fewer.


Hidden Turret

Medium construct, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
11 (+0) 2 (-4) 13 (+1) 14 (+2) 11 (+0) 4 (-3)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/4 (50 XP)

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

False Appearance. While the turret is inactive, it is indistinguishable from an ordinary section of floor, wall, or ceiling.

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.

Actions

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d10+2) energy damage.


Hive Rat

Mediu beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)

  • Skills Perception +3, Stealth +4
  • Damage Resistances acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1/2 (100 XP)

Keen Hearing. The hive rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The hive rat has advantage on an attack roll against a creature if at least one of the hive rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage, the target is grappled (escape DC 13), and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.


Hrumph

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Saving Throws Con +4
  • Skills Athletics +7, Perception +3
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Charge. If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Formation Instinct. The hrumph can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.

Standing Leap. The hrumph’s long jump is up to 30 feet and its high jump is up to 10 ft., with or without a running start.

Actions

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

Reactions

Formation Protection. When a creature hits an ally within 5 feet of the hrumph with a weapon attack, it can impose a -2 penalty to the attack roll, potentially causing the attack to miss.


Hssiss

Large aberration, chaotic dark


  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 9 (-1) 12 (+1) 8 (-1)

  • Saving Throws Dex +6, Con +7, Wis +5, Cha +3
  • Skills Perception +5, Stealth +6
  • Damage Immunities poison, necrotic
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Sith but can't speak it
  • Challenge 9 (5,000 XP)

Amphibious. The dragon can breathe air and water.

Dark Venom. Hssiss venom is potent and imbued with the dark side. At the end of a long rest, a creature poisoned by the Hssiss must make a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest after the poison is cured. The creature recovers from the poison by making two consecutive successful saving throws. A force-based Improved Restoration power cures the poison, while Restoration gives the creature advantage on the next saving throw. The target dies if this effect reduces its hit point maximum to 0.

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the dragon, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned and take 7 (2d6) necrotic damage. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned and take 7 (2d6) necrotic damage.

Superior Camouflage. The hssiss turns invisible until its concentration ends (as if concentrating on a power).



Hutt Crime Lord

Large humanoid (hutt), neutral dark


  • Armor Class 14 (survival instinct)
  • Hit Points 136 (16d10 + 48)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 17 (+3) 18 (+4) 15 (+2) 18 (+4)

  • Saving Throws Con +7, Int +8, Cha +8
  • Skills Deception +8, Insight +6, Intimidation +8, Perception +6, Persuasion +8
  • Damage Resistances poison
  • Condition Immunities charmed, poisoned, prone
  • Senses passive Perception 16
  • Languages Galactic Basic, Huttese
  • Challenge 9 (5,000 XP)

Dominating Presence (1/Day). As a bonus action on its turn, the hutt can attempt to exert control over a creature that is charmed by it or frightened of it. The target must succeed on a DC 16 Wisdom saving throw. On a failed save, on each turn the creature takes only actions the hutt chooses. If it doesn't receive any orders, it takes no actions. This effect lasts until the end of the hutt's next turn.

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

Innate Techcasting. The Hutt’s innate techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech attacks). It can innately cast the following powers:

At-will: assess the situation
1/day: kolto cloud, tactical advantage
3/day: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier

Legendary Resistance (3/Day). When the hutt fails a saving throw, it can choose to succeed instead.

Reassemble (1/Day). The hutt can use a bonus action to call its allies towards it. It chooses up to 4 creatures that it can see within 60 feet of it. Each creature can use its reaction to immediately move directly towards the hutt, up to its movement speed. This movement does not provoke opportunity attacks.

Survival Instinct. The hutt and all allies within 10 feet of it gain a bonus to AC equal to half the hutt's Intelligence modifier (included).

Tyrant's Ferocity. The hutt has advantage on any attack roll against a creature that is charmed by it or frightened of it.

Actions

Multiattack. The hutt makes two slam attacks or two hold-out blaster attacks.

Hold-Out. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 1 (1d4-1) energy damage.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, and the target must succeed on a DC 14 Dexterity saving throw or become grappled.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d8+2) kinetic damage, and the target is knocked prone.

Reactions

Call the Guards. When a creature the Hutt can see targets it with an attack, it can command a willing ally within 5 feet of the creature to use its reaction to intercede. The ally becomes the target instead, and if the attack misses, the ally can immediately make a weapon attack with advantage against the creature as part of the same reaction.

Legendary Actions

The Hutt Crime Lord 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 Hutt Crime Lord regains spent legendary actions at the start of their turn.

Overwhelming Presence. The hutt can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature that can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Hutt's check succeeds, the target is charmed by it if it used Persuasion, or frightened of it if it used Intimidation, until the end of its next turn.

Hold-Out. The hutt makes one hold-out blaster attack.

Tail. The hutt makes one tail attack.

Techcasting (Costs 2 Actions). The hutt casts an innate tech power.


Hutt Wrestler

Large humanoid (hutt), neutral balanced


  • Armor Class 13 (unarmored)
  • Hit Points 126 (12d10 + 60)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Str +8, Con +8
  • Skills Athletics +8, Intimidate +8
  • Damage Resistances poison
  • Condition Immunities charmed, poisoned, prone
  • Senses passive Perception 10
  • Languages Galactic Basic, Huttese
  • Challenge 5 (1,800 XP)

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

Intimidating Physicality. The Hutt uses its strength score for Intimidation checks.

Actions

Multiattack. The hutt makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage, and the target must succeed on a DC 16 Dexterity saving throw or become grappled.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Crush. A creature grappled by the hutt must make a DC 16 Strength saving throw, taking 23 (4d8+5) kinetic damage on a failed save, or half as much damage on a successful one.


Hyena-Class Bomber

Huge droid, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 168 (16d12 + 64)
  • Speed 30 ft., fly 120 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 13 (+1) 15 (+2) 7 (-2)

  • Saving Throws Dex +6, Con +8
  • Skills Perception +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 8 (3,900 XP)

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

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

Actions

Multiattack. The bomber makes two light laser cannon attacks or two slam attacks.

Light Laser Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 35 (5d12+3) energy damage.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Concussion Missile (4/Day). Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 16 (3d10) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.

Proton Torpedo (4/Day). Ranged Weapon Attack: +3 to hit, range 300/600 ft., one target. Hit: 11 (2d10) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.

Reactions

Deflector Shield. The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.


ID-9 Seeker Droid

Tiny droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 8 (-1) 4 (-3) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 12
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 0 (10 XP)

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

Droid Mimicry. The seeker droid can mimic simple sounds it has heard, such as an astromech beeping, a protocol droid speaking, or a construct whirring. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. It can only mimic sounds created by droids and constructs.

Interfaced Tracking Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.

Actions

Shockprod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 lightning damage.


IG-Series, Model 86

Medium droid (class IV), unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 7 (-2)

  • Skills Perception +3, Stealth +5, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 2 (450 XP)

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

Sneak Attack (1/Turn). Once per turn, the IG-Series can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the IG-Series that isn’t incapacitated.

Actions

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage.

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



IG-Series, Model 88

Medium droid (class IV), unaligned


  • Armor Class 17 (armor plating)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 14 (+2) 15 (+2) 7 (-2)

  • Saving Throws Dex +9, Int +7, Wis +7
  • Skills Insight +7, Perception +7, Stealth +9, Survival +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic and energy from unenhanced weapons
  • Condition Immunities poisoned, disease
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic, Binary
  • Challenge 14 (11,500 XP)

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

Legendary Resistance (3/Day). If the IG-Series fails a saving throw, it can choose to succeed instead.

Sharpshooter Mastery. Attacking at long range doesn't impose disadvantage on the IG-Series range weapon attack rolls, and its ranged weapon attacks ignore one-quarter and half cover against targets 30 feet or greater from it. Additionally, creatures 30 feet or greater from it provoke opportunity attacks when they move at least 5 feet, and the IG-Series can use a blaster weapon for that opportunity attack.

Sneak Attack (1/Turn). Once per turn, the IG-Series can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the IG-Series that isn’t incapacitated.

Actions

Multiattack. The IG-Series makes three weapon attacks.

Neeedler. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 6 (1d4+4) kinetic damage plus 5 (2d4) poison damage.

Sniper Rifle. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 10 (1d12+4) energy damage.

Stock Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Legendary Actions

The IG Series, Model 88 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 IG Series, Model 88 regains spent legendary actions at the start of their turn.

Blast (Costs 2 Actions). The IG-Series makes one attack with either its Needler or Sniper Rifle.

Detect. The IG-Series makes a Wisdom (Perception) check.

Move. The IG-Series moves up to its speed without provoking opportunity attacks.


IG-100 Magnaguard

Medium droid (class IV), unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 15 (+2) 15 (+2) 9 (-1)

  • Saving Throws Dex +7
  • Skills Intimidation +5, Perception +5, Stealth +7
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 7 (2,900 XP)

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

Kolkpravis Training. The IG-100 deals one extra die of damage with its melee weapons (included).

Threatening. The IG-100 has expertise in Charisma (Intimidation) checks. When the IG-100 uses the attack action, it can replace one attack with an attempt to demoralize one humanoid it can see within 30 feet of it that can see and hear it. The IG-100 makes a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If the check succeeds, the target is frightened until the end of the IG-100's next turn. If the check fails, the target can’t be frightened by the IG-100 in this way for 1 hour.

Relentless Fortitude. If the IG-100 would be reduced to 0 hit points, it rolls a d6, on a roll of a 5 or 6, the IG-100 is instead only reduced to 1. This feature is negated if the damage is from ion or lightning.

Actions

Multiattack. The IG-100 makes either two attacks with its Bulldog RLR and two with its electrostaff, or it makes four attacks with its electrostaff.

Electrostaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. The creature must make a DC 15 Dexterity saving throw or take an additional 5 (2d4) lightning damage and be shocked until the end of its next turn.

Bulldog RLR. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 8 (1d8+4) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a successful save.

Reactions

Parry. The IG-100 adds 4 to its AC against one melee attack that would hit it. The IG-100 must see the attacker and be wielding a melee weapon.

Forms training

General Grievous personally trained his IG-100 bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. For a harder and more cinematic fight, add the following lightsaber forms to the IG-100.

As a bonus action on each of its turns the IG-100 can adopt one of these forms, granting it a benefit determined by the form.

Form I: Shii-Sho

As a part of the bonus action to adopt this form, if the IG-100 took the Attack action, it can engage in Double-Weapon Fighting.

Additionally, the first time it hits a creature within 5 feet of it with a weapon attack before the start of its next turn, it can force the target to make a DC 15 Strength saving throw. On a failed save, the target is pushed back 5 feet, and the IG-100 can immediately move into the space it just vacated without provoking opportunity attacks.

Form II: Makashi

Until the start of the IG-100's next turn, when a creature makes a melee weapon attack against it and misses, it can use its reaction to make one melee weapon attack against that creature.

Form III: Soresu

The first time the IG-100's takes kinetic or energy damage from a weapon before the start of its next turn, that damage is reduced by half.

Form IV: Ataru

As a part of the bonus action to adopt this form, the IG-100 can leap up to 15 feet to an unoccupied space it can see.

Form V: Shien

Until the start of the IG-100's next turn, it can add +3 to the next ability check or attack roll it makes using Strength.

Form VI: Niman

As a part of the bonus action to adopt this form, if the IG-100 took the Attack action, it can engage in Double-Weapon Fighting.

Additionally, if it hits with a weapon attack before the start of its next turn, it gains a +2 bonus to the damage roll of the next ranged weapon attack it makes against that target before the end of its next turn.

Form VII: Juyo

Until the start of the IG-100's next turn, its weapon attacks score a critical hit on a roll of 19 or 20.


IG-227 Hailfire-Class Droid

Huge droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 19 (+4) 10 (+0) 10 (+0) 2 (-4)

  • Saving Throws Dex +8, Wis +4, Cha +0
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 11 (7,200 XP)

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

Actions

Multiattack. The hailfire droid makes two medium laser cannon attacks.

Medium Laser Cannon. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 20 (3d10+4) energy damage

Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 17 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 17 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.

Missile Launchers (10/Day). The droid launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.


Imperial Guard Champion

Medium humanoid, lawful dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 180 (24d8 + 72)
  • Speed 30 ft.

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

  • Saving Throws Dex +9, Con +7, Int +6, Wis +7
  • Skills Athletics +8, Insight +7, Intimidation +8, Perception +7
  • Damage Resistances energy
  • Condition Immunities charmed, frightened
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 11 (7,200 XP)

Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 15 (1d10+10) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 16 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.

Crimson Training. The guard deals one extra die of damage with its weapons (included).

Innate Forcecasting. The Royal Guard Champion’s innate forcecasting ability is Charisma (force save DC 16, +8 to hit with force powers). It can innately cast the following Force Powers:

At-will: enfeeble
2/day each: battle meditation, fear, phasestrike

Keen Striking. The guard scores a critical hit on a roll of 19 or 20. If at least one of the guard's allies is within 5 feet of its target and the ally isn't incapacitated, the guard instead scores a critical hit on a roll of 18-20.

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

Actions

Multiattack. The guard makes three attacks with its doublesword.

Doublesword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Heavy Pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 14 (2d8+5) energy damage.

Reactions

Parry. The Royal Guard Champion adds 4 to its AC against one melee attack that would hit it. To do so, the Royal Guard Champion must see the attacker and be wielding a melee weapon.


Imperial Guard Sentinel

Medium humanoid, lawful dark


  • Armor Class 17 (assault armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 13 (+1) 15 (+2) 13 (+1)

  • Saving Throws Dex +7, Int +4, Wis +5
  • Skills Insight +5, Intimidation +4, Perception +5
  • Damage Resistances energy
  • Condition Immunities charmed, frightened
  • Senses passive Perception 15
  • Languages Galactic Basic
  • Challenge 5 (1,800 XP)

Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 10 (1d10+5) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the guard, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

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

Actions

Multiattack. The guard makes two attacks with its force pike.

Force Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) kinetic damage plus 7 (2d6) lightning damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.

Reactions

Parry. The guard adds 3 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.


Imperial Royal Guard

Medium humanoid, lawful dark


  • Armor Class 17 (assault armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 13 (+1) 17 (+3) 12 (+1)

  • Saving Throws Dex +6, Con +5, Wis +6
  • Skills Athletics +7, Insight +6, Perception +6
  • Damage Resistances energy
  • Condition Immunities charmed, frightened
  • Senses passive Perception 16
  • Languages Galactic Basic
  • Challenge 8 (3,900 XP)

Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 12 (1d10+7) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 14 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.

Crimson Training. The guard deals one extra die of damage with its weapons (included).

Formation Style. The guard can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.

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

Actions

Multiattack. The guard makes two attacks.

Force Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage plus 14 (4d6) lightning damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

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

Reactions

Formation Protection. When a creature hits an ally within 5 feet of the guard with a weapon attack, it can impose a -3 penalty to the attack roll, potentially causing the attack to miss.

Parry. The guard adds 3 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.


Imperial Senate Guard

Medium humanoid, lawful dark


  • Armor Class 17 (battle armor and light shield generator)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 13 (+1) 15 (+2) 11 (+0)

  • Skills Insight +4, Perception +4
  • Damage Resistances energy
  • Condition Immunities charmed, frightened
  • Senses passive Perception 14
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

Formation Style. The guard can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.

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

Actions

Multiattack. The guard makes two attacks.

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

Reactions

Formation Protection. When a creature hits an ally within 5 feet of the guard with a weapon attack, it can impose a -2 penalty to the attack roll, potentially causing the attack to miss.


Imperial Shadow Guard

Medium humanoid, lawful dark


  • Armor Class 17 (assault armor)
  • Hit Points 118 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 16 (+3) 14 (+2) 17 (+3) 18 (+4)

  • Saving Throws Dex +8, Con +7, Wis +7
  • Skills Athletics +8, Intimidation +8, Perception +7
  • Damage Resistances energy
  • Condition Immunities charmed, frightened
  • Senses passive Perception 17
  • Languages Galactic Basic
  • Challenge 10 (5,900 XP)

Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 15 (1d10+5) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 16 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.

Crimson Training. The guard deals one extra die of damage with its weapons (included).

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the guard, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Innate Forcecasting. The shadow guard is an 11th-level forcecaster. It’s forcecasting ability is Charisma (force save DC 16, +8 to hit with force attacks). It can innately cast the following force powers:

At-will: battle insight, lightning charge, shock
1/day each: force repulse, sever force, shocking shield
2/day each: choke, force lightning
3/day each: dun moch, force throw

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

Actions

Multiattack. The guard casts an at-will power and makes two attacks.

Heavy Pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8+4) energy damage.

Lightsaber Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) energy damage.

Reactions

Parry. The guard adds 4 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.


Inquisitor, Grand

Medium humanoid, lawful dark


  • Armor Class 17 (fiber armor)
  • Hit Points 143 (22d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 21 (+5)

  • Saving Throws Dex +10, Wis +8, Cha +10
  • Skills Acrobatics +10, Intimidation +10, Perception +8, Stealth +10, Survival +8
  • Senses passive Perception 18
  • Languages Galactic Basic, Binary
  • Challenge 14 (11,500 XP)

Forcecasting. The Inquisitor is a 12th-level forcecaster. It's forcecasting ability is Charisma (force save DC 18, +10 to hit with force attacks). The inquisitor has 41 force points and knows the following force powers

At-will: denounce, force disarm, force push/pull, saber throw, slow
1st-level: dark side tendrils, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force sight, improved saber throw, stun
3rd-level: improved dark side tendrils, choke, force suppression, horror, sever force
4th-level: dominate beast, drain life
5th-level: dominate mind, greater saber throw, siphon life

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

Legendary Resistance (3/Day). If the inquisitor fails a saving throw, it can choose to succeed instead.

Training Inquisitorius. The inquisitor deals three extra die of damage with its weapons (included).

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

Actions

Multiattack. The inquisitor makes three spinning double saber attacks, or two dark lightning attacks.

Spinning Doublesaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) energy damage.

Dark Lightning. Ranged Force Attack: +10 to hit, range 120 ft., one or two targets. Hit: 28 (8d6) necrotic damage. The target must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.

Reactions

Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one melee weapon attack against that creature.


Inquisitor, Knight

Medium humanoid, lawful dark


  • Armor Class 15 (fiber armor)
  • Hit Points 81 (18d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 13 (+1) 12 (+1) 18 (+4)

  • Saving Throws Dex +5, Wis +3
  • Skills Acrobatics +5, Intimidation +6, Perception +3, Stealth +5, Survival +3
  • Senses passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 4 (1,100 XP)

Forcecasting. The Inquisitor is a 5th-level forcecaster. It's forcecasting ability is Charisma (force save DC 14, +6 to hit with force attacks). The inquisitor has 19 force points and knows the following force powers

At-will: denounce, force disarm, saber throw, slow
1st-level: dark side tendrils, fear, force jump, hex, sense force
2nd-level: force sight, improved saber throw, stun

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

Training Inquisitorius. The inquisitor deals one extra die of damage with its weapons (included).

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

Actions

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

Reactions

Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one melee weapon attack against that creature.


Inquisitor, Master

Medium humanoid, lawful dark


  • Armor Class 16 (fiber armor)
  • Hit Points 110 (20d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 13 (+1) 12 (+1) 20 (+5)

  • Saving Throws Dex +8, Wis +5
  • Skills Acrobatics +8, Intimidation +9, Perception +5, Stealth +8, Survival +5
  • Senses passive Perception 15
  • Languages Galactic Basic, Binary
  • Challenge 9 (5,000 XP)

Forcecasting. The Inquisitor is an 11th-level forcecaster. It's forcecasting ability is Charisma (force save DC 17, +9 to hit with force attacks). The inquisitor has 35 force points and knows the following force powers

At-will: denounce, force disarm, force push/pull, mind trick, saber throw, slow
1st-level: dark side tendrils, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force sight, improved saber throw, stun
3rd-level: improved dark side tendrils, choke, force suppression, sever force
4th-level: drain life
5th-level: greater saber throw

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

Training Inquisitorius. The inquisitor deals two extra die of damage with its weapons (included).

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

Actions

Spinning Doublesaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8+4) energy damage.

Dark Lightning. Ranged Force Attack: +9 to hit, range 120 ft., one or two targets. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.

Reactions

Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one melee weapon attack against that creature.


ISB Infiltrator

Medium humanoid, lawful dark


  • Armor Class 15 (fiber armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 14 (+2)

  • Saving Throws Dex +5, Int +5
  • Skills Acrobatics +5, Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 4 (1,100 XP)

Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If the infiltrator is subjected to an effect that allows it to make a Dex saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.

Techcasting. The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:

At-will: haywire, encrypted message, on/off, stinger
1st-level: holographic disguise, smoke cloud, tranquilizer
2nd-level: infiltrate, shocking ray, truth serum

Actions

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.

Reactions

Uncanny Dodge. The infiltrator halves the damage that it takes from an attack that hits it.


ISB Officer

Medium humanoid, lawful dark


  • Armor Class 16 (combat suit, medium shield generator)
  • Hit Points 44 (10d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 15 (+2)

  • Saving Throws Dex +5, Wis +3
  • Skills Insight +3, Perception +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 1 (200 XP)

Shrewd Interrogator. The officer has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it.

Actions

Multiattack. The officer makes two weapon attacks.

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

Rally Troops (Recharge 5-6). The Officer rallies its troops, giving all allies within 60 feet advantage on their next attack roll.


IT-0 Interrogation Unit

Tiny droid (class II), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 6 (4d4 - 4)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 12 (+1)

  • Skills Insight +4, Intimidation +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1/4 (50 XP)

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

Flyby. The IT-O Unit doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Torturer. The droid has expertise in Insight and Intimidation checks.

Actions

Dart Launcher. Ranged Weapon Attack: +2 to hit, range 15/60 ft., one target. Hit: 1 kinetic damage plus 7 (2d6) poison damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.


Jakrab

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 3 (2d4 - 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 7 (-2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 0 (10 XP)

Keen Hearing and Sight. The jakrab has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

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


Jawa Alchemist

Small humanoid (jawa), chaotic balanced


  • Armor Class 15 (fiber armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 15 (+2) 16 (+3) 9 (-1) 8 (-1)

  • Saving Throws Dex +5
  • Skills Lore +5, Technology +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Jawaese, understands Galactic Basic but can't speak it
  • Challenge 2 (450 XP)

Apothecary. As a bonus action the jawa can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the jawa has resistance to the chosen damage type. Additionally, the jawa is proficient with a poisoner’s kit.

Pack Tactics. The jawa alchemist has advantage on an attack roll against a target if at least one of the alchemist’s allies is within 5 feet of the target and the ally isn’t incapacitated.

Actions

Multiattack. The jawa makes two weapon attacks.

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

Vibrodart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage plus 5 (2d4) poison damage.

Alchemical Protection. The jawa chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the jawa can grant resistance to the damage type currently in effect for its Apothecary trait.

Explosive Chems (Recharge 5-6). The jawa throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.


Jawa Chieftain

Small humanoid (jawa), chaotic balanced


  • Armor Class 17 (fiber armor and medium shield)
  • Hit Points 82 (15d6 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +5, Cha +4
  • Skills Intimidation +6, Stealth +5
  • Condition Immunities charmed and frightened
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, understands Galactic Basic but can't speak it
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The jawa chieftain makes two weapon attacks.

Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Ion Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 5 (1d4+3) ion damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.

Inspiring Presence (1/rest). The chieftain chooses up to six allied jawa it can see within 30 feet. For the next minute, the jawa gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.

Reactions

Springspike Shield (5/day). When the jawa chieftain is hit by a melee attack within 5 feet, the jawa chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) kinetic damage plus 3 (1d6) poison damage.



Jawa Gadgeteer

Small humanoid (jawa), chaotic balanced


  • Armor Class 14 (combat suit)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, understands Galactic Basic but can't speak it
  • Challenge 3 (700 XP)

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The gadgeteer has advantage on attack rolls against a creature if at least one of the gadgeteer's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Tinker's Tools. The jawa gadgeteer has proficiency with tinker's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.

Traps and Snares. The jawa gadgeteer excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With tinker's tools and basic construction materials, a gadgeteer can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.

Choke Bomb. This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.

Shocking Sliver. An electrified sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) kinetic damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.

Skullpopper. This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) kinetic damage.

Slingsnare. A concealed loop of fibercord or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.

Actions

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

Slugthrower. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) kinetic damage and the target must make a DC 13 Constitution saving throw or take 7 (2d6) poison damage. A creature takes half of the poison damage on a success.

Shredder (Recharge 6). The jawa gadgeteer primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot radius sphere. Every creature in the area takes 14 (4d6) kinetic damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) kinetic damage.

Stunner (1/day). The target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The gadgeteer has advantage on the attack roll if the target is wearing metal armor or is a droid. A stunner is a bola made of vibrocord, magnets, and static electricity capacitors. A jawa gadgeteer can recharge it during a long rest.

GADGETEER NEEDS GADGETS!

The gadgeteer falls between CR 3 and 4, depending on how many traps PCs fall into before they corner him. For 1 or 2 traps, assume CR 3. For 4 or more, use CR 4. Make sure to put the gadgeteer to work!



Jawa Scattershot

Small humanoid (jawa), chaotic balanced


  • Armor Class 15 (fiber armor)
  • Hit Points 40 (9d6 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Stealth +6
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Jawaese, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Avoidance. If the jawa is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Back Blast. When a creature fails a saving throw against the burst or rapid property of a weapon the jawa controls, it can apply Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Pack Tactics. The jawa has advantage on an attack roll against a target if at least one of the jawa's allies is within 5 feet of the target and the ally isn’t incapacitated.

Sneak Attack (1/Turn). The jawa deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jawa that isn't incapacitated and the jawa doesn't have disadvantage on the attack roll.

Upper Hand. When the Jawa applies its Sneak Attack damage to a target, it can choose to forgo two of its Sneak Attack dice to perform an Upper Hand Technique. It can choose from the following options:

Brutal Hit. The Jawa attempts to knock the target prone while within 15 feet of it. The target must make a DC 13 Strength saving throw or be knocked prone.

Low Blow. The Jawa attempts to stun the target while within 15 feet of it. The target must make a DC 13 Constitution saving throw or be stunned until the start of its next turn.

Shank Shot. The Jawa attempts to hamper the target while within 15 feet of it. The target must make a DC 13 Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.

Actions

Scattergun. Ranged Weapon Attack: +6 to hit, range 20/80 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Scattergun Burst. The jawa sprays a 10-foot cube area within normal range of its scattergun with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.

Reactions

Sleight of Foot. When a creature moves to within 5 feet of the jawa, it can use its reaction to move up to half its speed away from the creature without provoking opportunity attacks. It must end this movement further from the creature than it started.


Jawa Squadwa

Huge squad of small humanoids (jawa), chaotic balanced


  • Armor Class 13 (unarmored)
  • Hit Points 142 (19d12 + 19)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Saving Throws Dex +5, Int +4
  • Skills Stealth +5
  • Damage Immunities poison
  • Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Jawaese, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Small humanoid. The squad is immune to any power or effect that would alter its form.

Actions

Multiattack. The squad makes four ion pistol attacks, or two ion pistol attacks if it has half its hit points or fewer.

Ion Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 3 (1d3+2) ion damage.

Ion Grenade (3/day). The jawa throws a grenade at a point it can see within 20 feet Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.

Massed Fire. The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 16 (8d3) ion damage, or 8 (4d3) ion damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


JK-13 Security Droid

Large droid, unaligned


  • Armor Class 18 (armor plating)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft

STR DEX CON INT WIS CHA
19 (+4) 21 (+5) 15 (+2) 10 (+0) 13 (+1) 7 (-2)

  • Skills Intimidation +2, Perception +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; energy from unenhanced weapons
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Binary
  • Challenge 9 (5,000 XP)

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

Droid Encasement. The droid is powered by a core processor and an encased Dashta Eel. Without its armor, the Dashta Eel has the following statistics: AC 12, HP 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions. The Dashta Eel within the machine is a pulpy, shapeless mass. When the JK-13 Security Droid is reduced to 0 hit points, the droid armor breaks and the Dashta Eel exits it, appearing in an unoccupied space within 5 feet. Once out of its armor, the creature no longer receives the benefits of the listed Damage Resistances.

Jedi Slayer. JK-13 Security Droid has advantage on saving throws against force powers used by creatures within 5 feet of it. When a creature within 5 feet of it casts a force power, the JK-13 Security Droid can make a melee attack against that character as a reaction. When the JK-13 Security Droid damages a creature, the creature has disadvantage on its concentration saving throw to maintain its force powers.

Actions

Multiattack. The JK-13 Security Droid makes three weapon attacks.

Slicing Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) kinetic damage.

Stunning Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4+4) kinetic damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.

Reactions

Precognition (Recharge 6). The JK-13 Security Droid catches a glimpse of an attack just before it lands, giving it time to react. When a creature the JK-13 Security Droid can see hits it with a melee attack, the creature has disadvantage on the attack roll. Alternatively, when the JK-13 Security Droid misses with a melee weapon attack, it can reroll the attack roll with advantage.


Jubba Bird

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 7 (-2) 14 (+2) 7 (-2)

  • Skills Insight +4, Perception +4
  • Senses passive Perception 14
  • Languages understands Galactic Basic but can't speak it, Telepathy 60 ft.
  • Challenge 1/4 (50 XP)

Advanced Telepathy. The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

Innate Forcecasting. The jubba bird’s forcecasting ability is Wisdom (force save DC 12, +4 to hit with force attacks). The jubba bird innately knows the following force powers:

At-Will: sense emotion
2/day: calm emotions

Actions

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


Jundland Wastes Womp Rat

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 1 (200 XP)

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

Rat Tactics. The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat’s allies.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Junk Behemoth

Huge droid, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 57 (6d12 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 9
  • Languages Galactic Basic, Binary
  • Challenge 1 (200 XP)

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

Actions

Multiattack. The behemoth makes two blaster cannon attacks or two slam attacks.

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d10+1) energy damage.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) kinetic damage.


Junk Droid

Medium droid, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 9
  • Languages Galactic Basic, Binary
  • Challenge 1/2 (100 XP)

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

Actions

Multiattack. The droid makes two blaster carbine attacks or two vibroblade attacks.

Blaster Carbine. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6+2) energy damage.

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


K'lor'slug, Greater

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 30 ft., burrow 30 ft., climb 30 ft.

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

  • Saving Throws Con +6
  • Skills Perception +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., passive Perception 15
  • Challenge 6 (2,300 XP)

Swarm Tactics. The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Tunneler. The k'lor'slug can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The K'lor'slug makes three attacks; two with its stabbing forelimbs and one with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage plus 17 (5d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Additonally, If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the k'lor'slug. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the k'lor'slug, and takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the k'lor'slug’s turns. The k'lor'slug can have only one creature swallowed at a time. If the k'lor'slug takes 20 damage or more on a single turn from a creature inside it, the k'lor'slug must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the k'lor'slug. If the k'lor'slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Stabbing Forelimbs. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Acid Spray. (Recharge 5-6) The K'lor'slug spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.


K'lor'slug, Lesser

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft., burrow 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 2 (-4)

  • Skills Perception +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., passive Perception 13
  • Challenge 1/4 (50 XP)

Swarm Tactics. The K’lor’slug has advantage on an attack roll against a creature if at least one of the k’lor’slug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Tunneler. The k'lor'slug can burrow through solid rock at half it burrowing speed and leaves a 2 and 1/2-foot-diameter tunnel in its wake.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.


KX-Series Security Droid

Medium droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 42 (5d8 + 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 13 (+1) 15 (+2) 11 (+0)

  • Saving Throws Str +7
  • Skills Athletics +7, Intimidation +2, Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge 2 (450 XP)

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

Relentless (1/Day). If the droid takes 9 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The security droid makes two strike attacks.

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage, and the target must succeed on a DC 15 Strength saving throw or become grappled (escape DC 15).

Choke Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the security droid. Hit: 11 (2d6+5) kinetic damage. Hit or miss, the creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) kinetic damage and be knocked prone. The creature is no longer grappled.


Kaadu

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 13 (2d10 + 2)
  • Speed 50 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Condition Immunities frightened
  • Senses passive Perception 12
  • Challenge 1/8 (25 XP)

Hold Breath. The kaadu can hold its breath for two hours.

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

Sure-Footed. The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

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


Katarn

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Saving Throws Dex +5
  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Challenge 2 (450 XP)

Diving Ambush. If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.

Keen Sight and Smell. The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.

Actions

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.


Kath Hound

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 13
  • Challenge 1/2 (100 XP)

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

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.


Kath Hound, Horned

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 30 ft., passive Perception 13
  • Challenge 2 (450 XP)

Charge. If the hound moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hound can make another attack with its tusks against it as a bonus action.

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

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage.


Knobby White Spider

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 2 (-4) 10 (+0) 5 (-3)

  • Saving Throws Dex +2
  • Skills Stealth +2
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this range), passive Perception 10
  • Challenge 5 (1,800 XP)

Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

False Appearance. While the spider remains motionless, it is indistinguishable from a normal gnarltree.

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider makes two slam attacks and uses its web if available.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,, one target. Hit: 13 (2d8+4) kinetic damage.

Pacifying Spores (3/Day). The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. A creature that fails its save can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft.,, one target. Hit: 15 (2d10+4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).


Knobby White Spiderling

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 10 (4d4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Skills Stealth +3
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses blindsight 30 ft. (blind beyond this range), passive Perception 10
  • Challenge 1/2 (100 XP)

Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.

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

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 10 ft.,, one target. Hit: 2 (2d4) kinetic damage.

Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft.,, one target. Hit: 4 (1d6+1) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).


Kolkpravis Bataar

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 17 (assault armor)
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft.

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

  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Athletics +6, Intimidation +5, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Kaleesh
  • Challenge 4 (1,100 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).

Actions

Multiattack. The kolkpravis makes two attacks with either its Lig Sword or Shoni Spear.

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

Shoni Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Leadership (1/Day). For 1 minute, the Baatar can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.


Kolkpravis Blackarm

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 15 (mesh armor)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 11 (+0) 11 (+0) 15 (+2)

  • Skills Athletics +5, Perception +2, Stealth +4, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, Kaleesh
  • Challenge 2 (450 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The kolkpravis uses its Incite Rampage if available, then makes two attacks with either its Greater Shoni Spear or Blaster Rifle.

Greater Shoni Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d10+3) kinetic damage.

Lig Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Outland Rifle. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) kinetic damage.

Incite Rampage (Recharge 5-6). One creature the Kolkpravis Blackarm can see within 30 feet of it that can hear it can use its reaction to immediately make one weapon attack.


Kolkpravis Khagan

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 119 (14d8 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 11 (+0) 13 (+1) 19 (+4)

  • Saving Throws Str +9, Con +8, Wis +5
  • Skills Athletics +9, Intimidation +8, Survival +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, Kaleesh
  • Challenge 10 (5,900 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).

Actions

Multiattack. The kolkpravis makes three attacks: once with its blade of plague and twice with its blade of pain.

Blade of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage and the target must succeed on a DC 16 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save or half as much on a success.

Blade of Plague. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage and the target must succeed on a DC 16 Constitution saving throw or become poisoned for one hour.

Leadership (1/Day). For 1 minute, the Khagan can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the Khagan. A creature can benefit from only one Leadership die at a time. This effect ends if the Khagan is incapacitated.

Reactions

Parry. The khagan adds 4 to its AC against one melee attack that would hit it. The khagan must see the attacker and be wielding a melee weapon.


Kolkpravis Khan

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 11 (+0) 11 (+0) 17 (+3)

  • Saving Throws Str +7, Con +7, Cha +6
  • Skills Athletics +7, Intimidation +6, Survival +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Kaleesh
  • Challenge 7 (2,900 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Kolkpravis Training. The kolkpravis deals one extra die of damage with its melee weapons (included).

Actions

Multiattack. The kolkpravis makes three attacks with either its Lig Sword or Greater Shoni Spear.

Greater Shoni Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d10+4) kinetic damage.

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

Outland Rifle. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Leadership (1/Day). For 1 minute, the khan can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the khan. A creature can benefit from only one Leadership die at a time. This effect ends if the khan is incapacitated.

Reactions

Parry. The khan adds 3 to its AC against one melee attack that would hit it. The khan must see the attacker and be wielding a melee weapon.


Kolkpravis Tarkhan

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 16 (battle armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

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

  • Saving Throws Dex +4
  • Skills Perception +2, Stealth +4, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, Kaleesh
  • Challenge 3 (700 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).

Actions

Multiattack. The kolkpravis makes two attacks with Greater Shoni Spear.

Greater Shoni Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d10+3) kinetic damage.

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

Outland Rifle. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) kinetic damage.

Battle Cry (1/Day). Each creature of the Tarkhan's choice that is within 30 feet of it, can hear it, and isn't already affected by Battle Cry gains advantage on weapon its attack rolls until the start of the Tarkhan's next turn. The Tarkhan can then make one weapon attack as a bonus action.


Kolkpravis Warrior

Medium humanoid (kaleesh), lawful balanced


  • Armor Class 14 (fiber armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

  • Saving Throws Dex +4
  • Skills Perception +2, Stealth +4, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, Kaleesh
  • Challenge 1 (200 XP)

Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.

Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).

Actions

Multiattack. The kolkpravis makes two attacks with either its Shoni Spear or Slugthrower.

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

Shoni Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8+1) kinetic damage.

Slugthrower. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) kinetic damage.

Sudden Rush. Until the end of its turn, the Kolkpravis Warrior's speed increases by 60 feet and it doesn't provoke opportunity attacks.



Krayt Dragon, Canyon

Huge beast, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 237 (19d12 + 114)
  • Speed 40 ft., burrow 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 22 (+6) 6 (-2) 14 (+2) 17 (+3)

  • Saving Throws Str +13, Con +12, Wis +8
  • Skills Perception +9, Stealth +6
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
  • Challenge 17 (18,000 XP)

Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon uses its Frightful Presence and then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) kinetic damage plus 7 (2d6) acid damage.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) kinetic damage.

Tail Stinger. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) kinetic damage. The target must make a DC 20 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 56 (16d6) acid damage damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Legendary Actions

The Krayt Dragon, Adult 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 Krayt Dragon, Adult regains spent legendary actions at the start of their turn.

Detect. The dragon makes a Wisdom (Perception) check.

Swat Away. The dragon makes a claw attack. If the attack hits, the target must succeed on a DC 21 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

Tail Attack (Costs 2 Actions). The dragon makes a tail stinger attack.



Krayt Dragon, Greater

Gargantuan beast, unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 487 (25d20 + 225)
  • Speed 40 ft., burrow 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 5 (-3) 15 (+2) 17 (+3)

  • Saving Throws Str +18, Dex +8, Con +17, Wis +10
  • Skills Perception +10, Stealth +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 120 ft., darkvision 120 ft., passive Perception 20
  • Challenge 25 (75,000 XP)

Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon uses its Frightful Presence and then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) kinetic damage plus 7 (2d6) acid damage.

Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) kinetic damage.

Tail Stinger. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) kinetic damage. The target must make a DC 25 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone or 100-foot line. Each creature in that area must make a DC 25 Constitution saving throw, taking 70 (20d6) acid damage damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Legendary Actions

The Krayt Dragon, Adult 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 Krayt Dragon, Adult regains spent legendary actions at the start of their turn.

Detect. The dragon makes a Wisdom (Perception) check.

Sand Swim (Costs 2 Actions). The dragon dives into the ground, blasting sand over all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) kinetic damage and be knocked prone. The dragon burrows up to half its burrow speed.

Swat Away. The dragon makes a claw attack. If the attack hits, the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.

Tail Attack (Costs 2 Actions). The dragon makes a tail stinger attack.


Krayt Dragon, Juvenile

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 40 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 5 (-3) 11 (+0) 15 (+2)

  • Saving Throws Dex +4, Con +9
  • Skills Perception +4, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  • Challenge 9 (5,000 XP)

Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) kinetic damage plus 7 (2d6) acid damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage.

Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) acid damage damage on a failed save, or half as much damage on a successful one.


LOM Series Protocol Droid

Medium droid (class III), unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 27 (5d8 + 5)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 9 (-1)

  • Skills Lore +4, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 11
  • Languages All registered languages
  • Challenge 1 (200 XP)

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

Legendary Resistance (1/Day). If the droid fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The droid makes two blaster attacks.

Blaster Rifle. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d8+1) energy damage.


LR1K Sonic Cannon

Large construct, unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 76 (9d10 + 36)
  • Speed 0 ft.

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

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 3 (700 XP)

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

Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.

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

Actions

Sonic Blast (Recharge 4-6). The sonic cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a DC 14 Constitution saving throw. A creature takes 25 (6d6+4) sonic damage and is knocked prone on a failed save, and half as much on a success.


Lylek

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 2 (-4) 16 (+3) 5 (-3)

  • Saving Throws Con +6
  • Skills Perception +6
  • Damage Resistance kinetic and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Challenge 6 (2,300 XP)

Keen Striking. The lylek scores a critical hit on a roll of 19 or 20. If at least one of the lylek's allies is within 5 feet of its target and the ally isn't incapacitated, the lylek instead scores a critical hit on a roll of 18-20.

Tunneler. The lylek can burrow through solid rock at half it burrowing speed and leaves a 5-foot diameter tunnel in its wake.

Actions

Multiattack. The lylek makes three attacks: two with either its leg spears or tentacles, and one with its barbed tail.

Barbed Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) kinetic damage, and the target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Leg Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.


Maalraas, Adolescent

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Saving Throws Dex +4
  • Skills Stealth +4, Perception +3
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 2 (450 XP)

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the maalraas, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Force Sensitive. The maalraas' forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The maalraas innately knows the following force powers:

At-will: force camouflage

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

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

Actions

Multiattack. The maalraas makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage


Maalraas, Nighthunter

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws Dex +6
  • Skills Stealth +9, Perception +5
  • Damage Resistances fire; kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 5 (1,800 XP)

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the maalraas, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Force Sensitive. The maalraas' forcecasting ability is Wisdom (power save DC 13, +5 to hit with force attacks). The maalraas innately knows the following force powers:

At-will: force camouflage

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

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

Actions

Multiattack. The maalraas makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.



Manifestation of Abeloth

Medium aberration, neutral dark


  • Armor Class 22 (natural armor)
  • Hit Points 400 (32d8 + 256)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
29 (+9) 21 (+5) 26 (+8) 20 (+5) 17 (+3) 25 (+7)

  • Saving Throws Dex +13, Con +16, Wis +11, Cha +15
  • Skills Deception +15, Insight +11, Perception +19
  • Damage Resistances cold, fire, lightning
  • Damage Immunities ion, poison; kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened, paralyzed, poisoned, exhaustion
  • Senses truesight 120 ft., passive Perception 29
  • Languages All registered languages, telepathy 120 ft.
  • Challenge 26 (90,000 XP)

Innate Forcecasting. Abeloth’s forcecasting ability is Charisma (force save DC 23). Abeloth can innately cast the following force powers:

At-will: coerce mind, sense force
1/day each: telekinetic wave, force lightning cone
3/day each: fear, force suppression, telekinesis

Legendary Resistance (3/Day). If Abeloth fails a saving throw, it can choose to succeed instead.

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

Enhanced Being. Abeloth’s weapon attacks are considered enhanced for the purposes of overcoming resistances.

One with the Force. Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Willful Gaze. Unless suprised or incapacitated, a creature targeted by one of Abeloth's Will effects can avert its eyes to avoid the saving throw. If the creature does so, it can't see Abeloth until the start of its next turn, when it can avert its eyes again. If the creature looks at Abeloth in the meantime, it must immediately make the save.

Actions

Multiattack. The Abeloth makes two tentacle attacks.

Tentacles. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (3d12+9) kinetic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, it dies and its essence is absorbed into Abeloth.

Beguiling Will. Abeloth exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed saved, the target is stunned until the start of Abeloth's next turn.

Hypnotic Will. Abeloth exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed save, the target is charmed. Abeloth chooses how the charmed target uses its actions, reactions, and movement. While Abeloth has a creature charmed in this way, it can't use any of its Will actions until the effect ends. The effect lasts until the start of Abeloth's next turn, or until its concentration ends (as if concentrating on a power).

Insane Will. Abeloth exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed save, the target is overcome with insanity. While under this effect, a creature can't take reactions and must roll a d8 at the start of its turn to determine its behavior for that turn. On a roll of a 1, the creature uses all its movement to move in a random direction and doesn’t take any actions that turn. On a 2-6, the creature doesn't move and takes no actions that turn. On a 7-8, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing that turn. This effect lasts until the start of Abeloth's next turn.

Legendary Actions

The Manifestation of Abeloth 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 Manifestation of Abeloth regains spent legendary actions at the start of their turn.

Draining Lightning. Ranged Power Attack: +17 to hit, range 15 ft., Hit: 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage.

Maddening Will. Abeloth uses a Will action.


Marksman-H Remote

Tiny droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Skills Acrobatics +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge 0 (10 XP)

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

Interfaced Distraction Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, it does not provoke opportunity attacks from a hostile creature when it leaves that creature's reach, as long as the droid is within 5 feet of that hostile creature.

Safety Restraints. The droid deals only non-lethal damage.

Actions

Stunner. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 1 energy damage.


Massiff

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

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

Spiked Hide. Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.


Melee Grapple Droideka

Medium droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 45 (6d8 + 18)
  • Speed 15 ft. (attack form) or 60 ft. (ball form)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 7 (-2)

  • Skills Perception +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, poisoned, disease
  • Senses blindsight 60 ft., passive Perception 16
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 6 (2,300 XP)

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

Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.

Actions

Multiattack. The droideka makes two weapon attacks. If it is grappling a creature, it can make a Rend attack as a bonus action.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage and the target is grappled (escape DC 15)

Rend. The droideka tears apart a grappled opponent. A creature grappled by the droideka must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6+4) kinetic damage and is stunned until the end of the droideka's next turn. On a success, the creature takes normal weapon damage.

Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.


Mistryl Apprentice

Medium humanoid, neutral balanced


  • Armor Class 16 (unarmored defense)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 12 (+1)

  • Skills Acrobatics +5, Insight +5, Stealth +5
  • Senses passive Perception 13
  • Languages Galactic Basic, Mistryl Battle Language
  • Challenge 2 (450 XP)

Focus Strikes. The Mistryl has trained in a variety of special martial arts. It has 5 focus points, which it can expend to amplify its strikes. It can only ever use one strike per turn.

Disarming Strike. When the Mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Strength saving throw. On a failed save, the creature drops one melee weapon of the Mistryl's choice that it is wielding.

Open Strike. When the Mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Strength or Dexterity saving throw (the creature chooses the ability to use) or be knocked prone.

Stunning Strike. When the Mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Constitution saving throw or become stunned until the end of its next turn.

Unarmored Defense. While the Mistryl is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).

Actions

Multiattack. The Mistryl makes three unarmed strikes or three dart attacks.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.


Mistryl Master

Medium humanoid, neutral balanced


  • Armor Class 16 (heavy combat suit)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 15 (+2)

  • Saving Throws Dex +7, Int +4
  • Skills Acrobatics +7, Athletics +3, Deception +5, Insight +6, Perception +6, Stealth +7
  • Senses passive Perception 16
  • Languages Galactic Basic, Mistryl Battle Language
  • Challenge 6 (2,300 XP)

Cunning Action. On each of its turns, the mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Once per turn, the mistryl can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mistryl that isn’t incapacitated.

Actions

Multiattack. The Mistryl makes three attacks with its techblade or three attacks with its hold-out blaster.

Hold-Out. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4+4) energy damage.

Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Reactions

Uncanny Dodge. The Mistryl halves the damage that it takes from an attack that hits it. The Mistryl must be able to see the attacker.


Mistryl Prime

Medium humanoid, neutral balanced


  • Armor Class 17 (heavy combat suit)
  • Hit Points 104 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 16 (+3)

  • Saving Throws Dex +9, Int +6
  • Skills Acrobatics +9, Athletics +5, Deception +7, Insight +8, Perception +8, Sleight of Hand +9, Stealth +9
  • Senses passive Perception 18
  • Languages Galactic Basic, Mistryl Battle Language
  • Challenge 12 (8,400 XP)

Assassinate. During its first turn, the mistryl has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the mistryl scores against a surprised creature is a critical hit.

Cunning Action. On each of its turns, the mistryl can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Once per turn, the mistryl can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mistryl that isn’t incapacitated.

Techcasting. The Mistryl is a 5th-level techcaster (tech save DC 14, +6 to hit with power attacks, 22 tech points). The Mistryl knows the following powers.

At-will: encrypted message, light, poison spray
1st-Level: alarm, decryption program, holographic disguise
2nd-Level: concealed caltrops, infiltrate, paralyze humanoid
3rd-Level: invisibility to cameras, tactical advantage

Actions

Multiattack. The Mistryl makes two attacks with its techblade or three attacks with its hold-out blaster.

Hold-Out. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 7 (1d4+5) energy damage.

Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage, and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.

Reactions

Uncanny Dodge. The Mistryl halves the damage that it takes from an attack that hits it. The Mistryl must be able to see the attacker.


Mob

Huge swarm of medium humanoids, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 91 (14d12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 10 (+0) 10 (+0) 7 (-2) 10 (+0)

  • Skills Perception +0
  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 5 (1,800 XP)

Swarm. The mob can occupy another creature’s space and vice versa, and can move through openings large enough for a medium humanoid. The swarm can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The mob makes two improvised weapon attacks.

Improvised Weapons. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target in the swarm's space or within range. Hit: 13 (3d6+3) kinetic damage plus 10 (3d6) fire damage, or 10 (2d6+3) kinetic damage plus 7 (2d6) fire damage if the mob has half its hit points or fewer.


Mole Serpent

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 232 (15d20 + 75)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 21 (+5) 1 (-5) 8 (-1) 4 (-3)

  • Saving Throws Con +9, Wis +3
  • Skills Perception +3, Stealth +9
  • Condition Immunities blinded
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 13
  • Challenge 10 (5,900 XP)

Tunneler. The mole serpent can burrow through solid rock at half it burrowing speed and leaves a 10-foot diameter tunnel in its wake. Additionally, while burrowing the serpent has advantage on stealth checks and is considered to have expertise in stealth.

Actions

Bite. Melee Weapon Attack: +13 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 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the serpent, and takes 14 (4d6) acid damage at the start of each of the mole serpent’s turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent 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 5 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Monkey-Lizard

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 8 (-1)

  • Senses passive Perception 11
  • Languages understands Galactic Basic and any one other language, but speaks only through the use of its Mimicry trait
  • Challenge 0 (10 XP)

Mimicry. The monkey-lizard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

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

Actions

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

Vicious Mockery. The monkey-lizard unleashes a string of insults and laughter at a creature it can see within 60 feet. If the target can hear the monkey-lizard (though it need not understand it), it must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Monkey-Lizard Swarm

Large swarm of small beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 38 (7d10)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 5 (-3) 12 (+1) 8 (-1)

  • Skills Perception +5
  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages understands Galactic Basic and any one other language, but speaks only through the use of its Mimicry trait
  • Challenge 1 (200 XP)

Mimicry. The monkey-lizard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target in the swarm's space. Hit: 8 (2d6+1) kinetic damage, or 4 (1d6+1) kinetic damage if the swarm has half its hit points or fewer.

Vicious Mockery. The monkey-lizard swarm unleashes a string of insults and laughter at a creature it can see within 60 feet. If the target can hear the monkey-lizard swarm (though it need not understand it), it must succeed on a DC 11 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.


Moof

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 50 ft.

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

  • Senses passive Perception 11
  • Challenge 2 (450 XP)

Beast of Burden. The moof is considered to be Huge for the purposes of determining its carrying capacity.

Charge. If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage.


Mott

Small beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 25 ft., burrow 10 ft., swim 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+1) 10 (+0) 3 (-4) 9 (-1) 5 (-3)

  • Skills Perception +1
  • Senses passive Perception 11
  • Challenge 1/4 (50 XP)

Charge. If the mott moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.

Keen Hearing. The mott has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.


Mucous Salamander

Medium beast, unaligned


  • Armor Class 13 (15 natural armor in solid form)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., climb 30 ft. (solid form), swim 50 ft. (liquid form)

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Saving Throws Con +3
  • Skills Athletics +5, Stealth +5
  • Damage Vulnerabilities lightning (liquid form)
  • Damage Resistances ion; kinetic and energy from unenhanced weapons (solid form)
  • Condition Immunities grappled, prone, restrained (liquid form)
  • Senses passive Perception 11
  • Challenge 2 (450 XP)

Amphibious. The salamander can breathe air and water.

Diffuse Body (Liquid Form Only). The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.

Shifting Molecules. When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings. Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn’t transformed.

Spider Climb (Solid Form Only). The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiked Hide (Solid Form Only). Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.

Watery Terrain (Liquid Form Only). The salamander has advantage on Dexterity (Stealth) checks made to hide in water, and it can take the Hide action as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Claws (Solid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.


Mynock

Small beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Saving Throws Dex +5
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 1/2 (100 XP)

Atmosphere Agnostic. The mynock can survive in any type of atmosphere or vacuum.

Battery Drainer. Whenever the mynock attaches itself to an object that needs energy to function, the object stops functioning until the Mynock is removed.

Pack Tactics. The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the target is grappled (escape DC 13). If the target is a droid or construct, at the start of each of the mynock's turns, the target loses 2 (1d4) hit points as its energy is drained, and the mynock gains temporary hit points equal to the damage. The grapple automatically ends after the mynock drains at least 10 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the mynock, ending the grapple.


Mynock Swarm

Large swarm of small beasts, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d10)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)

  • Saving Throws Dex +5
  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 2 (450 XP)

Atmosphere Agnostic. The mynock can survive in any type of atmosphere or vacuum.

Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Energy Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 17 (4d6+3) kinetic damage, or 10 (2d6+3) kinetic damage if the swarm has half its hit points or fewer. The swarm loses 3 (1d6) hit points, and a single mynock grapples the target (escape DC 13), detaching from the swarm as its own creature. If the target is a droid or construct, at the start of each of the mynock's turns, the target loses 2 (1d4) hit points as its energy is drained, and the mynock gains temporary hit points equal to the damage. The grapple automatically ends after the mynock drains at least 10 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the mynock, ending the grapple.


Narglatch

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 60 ft., climb 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 13 (+1) 3 (-4) 15 (+2) 6 (-2)

  • Saving Throws Dex +6
  • Skills Perception +8, Stealth +6
  • Damage Vulnerabilities energy
  • Damage Resistances ion; kinetic from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Pounce. If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.

Shadow Stealth. While in dim light or darkness, the narglatch can take the Hide action as a bonus action.

Sure-Footed. The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage.


Nashtah

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Skills Perception +5, Stealth +6
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 3 (700 XP)

Ambusher. The nashtah has advantage on attack rolls against any creature it has surprised.

Keen Striking. The nashtah scores a critical hit on a roll of 19 or 20. If at least one of the nashtah's allies is within 5 feet of its target and the ally isn't incapacitated, the nashtah instead scores a critical hit on a roll of 18-20.

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

Tracking Venom. A creature hit by the Nashtah's bite or barbed tail is coated in a unique venom. The Nashtah always knows the location of this creature as long as it is on the same planet, and the venom lasts for 3d10 days.

Actions

Multiattack. The nashtah makes one attack with its bite and one attack with either its claws or its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage. The target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the nashtah can't bite another target

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target not grappled by the nashtah. Hit: 13 (2d8+4) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Navy Pilot

Medium humanoid (any), lawful balanced


  • Armor Class 13 (combat suit)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0)

  • Saving Throws Dex +4, Int +4
  • Skills Perception +3, Piloting +6
  • Senses passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 1/8 (25 XP)

Bad Feeling. When the Pilot rolls for initiative, it can move up to its speed. This movement happens before the initiative order is determined.

Actions

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


Navy Trooper

Medium humanoid (any), lawful balanced


  • Armor Class 14 (combat suit)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +2, Perception +2
  • Senses passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 1/2 (100 XP)

Bad Feeling. When the Pilot rolls for initiative, it can move up to its speed. This movement happens before the initiative order is determined.

Actions

Multiattack. The Navy Trooper makes two blaster carbine attacks.

Blaster Carbine. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6+2) energy damage.


Nekghoul

Medium aberration, any balanced


  • Armor Class 14 (unarmored)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 14 (+2)

  • Saving Throws Wis +4, Cha +4
  • Skills Perception +4, Survival +4
  • Condition Immunities disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic
  • Challenge 1 (200 XP)

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

Forcecasting. The Nekghoul is a 2nd-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force attacks, 9 force points). The Nekghoul knows the following force powers:

At-will: force disarm, force push/pull, necrotic charge, saber reflect
1st-level: force propel, phasestrike, project

Actions

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.

Reactions

Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.


Nekghoul Adept

Medium aberration, balanced light


  • Armor Class 15 (unarmored)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 9 (-1) 17 (+3) 14 (+2)

  • Saving Throws Wis +5, Cha +4
  • Skills Perception +5, Survival +5
  • Condition Immunities disease
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

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

Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.

Forcecasting. The Nekghoul is a 3rd-level forcecaster. Its forcecasting ability is Wisdom (force save DC 13, +5 to hit with force attacks, 13 force points). The Nekghoul knows the following force powers:

At-will: force disarm, force push/pull, force technique, rebuke, saber reflect, turbulence
1st-level: force propel, phasestrike, project, tremor
2nd-level: force barrier, force blind/deafen, force throw

Actions

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Reactions

Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.


Nekghoul Mystic

Medium aberration, balanced light


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

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 15 (+2)

  • Saving Throws Wis +7, Cha +5
  • Skills Perception +7, Survival +7
  • Condition Immunities charmed, disease
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Galactic Basic
  • Challenge 7 (2,900 XP)

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

Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.

Forcecasting. The Nekghoul is a 6th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 22 force points). The Nekghoul knows the following force powers:

At-will: burst, force disarm, force push/pull, force technique, rebuke, saber reflect, saber throw, turbulence
1st-level: force propel, phasestrike, project, tremor
2nd-level: force barrier, force throw, improved saber throw
3rd-level: convulsion, telekinetic shield, telekinetic storm

Actions

Multiattack. The Nekghoul makes two vibroblade attacks.

Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.

Reactions

Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.


Nekghoul Savage

Medium aberration, balanced dark


  • Armor Class 15 (unarmored)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 17 (+3)

  • Saving Throws Wis +4, Cha +5
  • Skills Perception +4, Survival +4
  • Condition Immunities disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic
  • Challenge 3 (700 XP)

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

Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.

Forcecasting. The Nekghoul is a 3rd-level forcecaster. Its forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks, 13 force points). The Nekghoul knows the following force powers:

At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect
1st-level: fear, force propel, phasestrike, project, sap vitality, wound
2nd-level: drain vitality, force throw

Actions

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Reactions

Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.


Nekghoul Tormenter

Medium aberration, balanced dark


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

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 18 (+4)

  • Saving Throws Wis +5, Cha +7
  • Skills Perception +5, Survival +5
  • Condition Immunities disease, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic
  • Challenge 7 (2,900 XP)

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

Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.

Forcecasting. The Nekghoul is a 6th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 22 force points). The Nekghoul knows the following force powers:

At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect, slow
1st-level: fear, force propel, phasestrike, sap vitality, wound
2nd-level: affliction, drain vitality, force throw, hallucination
3rd-level: choke, dark aura, force scream, horror

Actions

Multiattack. The Nekghoul makes two vibroblade attacks.

Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.

Reactions

Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.


Nerf

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 2 (450 XP)

Charge. If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

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

Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one target. Hit: 2 (1d4) acid damage.


Ng'ok

Large aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

  • Saving Throws Con +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Ng'ok, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Limited Telepathy. The ng'ok can transmit simple messages and images to any creature within 120 ft. of it that can understand a language through the force. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Stench. Any creature other than a ng'ok that starts its turn within 5 feet of the ng'ok must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ng'oks for 1 hour.

Actions

Multiattack. The ng'ok makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The ng'ok has two claws, each of which can grapple one target.

Grapple Slam. The ng'ok slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) kinetic damage and be stunned until the end of the ng'ok's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.


NR-N99 Persuader-Class Enforcer

Huge droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 1 (-5)

  • Saving Throws Str +10, Con +10
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Binary
  • Challenge 14 (11,500 XP)

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

Heavy Durasteel Armor. The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. The droid takes no damage from an attack or effect that deals less than 10 damage.

Actions

Multiattack. The droid uses its crushing stride, and then makes one heavy repeating blaster attack and one ion cannon attack.

Ion Cannons. Ranged Weapon Attack: +7 to hit, range 150/300 ft., one target. Hit: 24 (4d10+2) ion damage.

Heavy Repeating Blasters. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 24 (4d10+2) energy damage.

Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path. If the droid ends its movement in a prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can use an action to make a DC 18 Strength (Athletics) check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.

Ram. The droid moves up to its speed in a straight line towards a structure or construct. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12+5) kinetic damage, or half as much on a success. The droid takes damage equal to half the damage dealt.


Nuna

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) 2 (-4) 13 (+1) 5 (-3)

  • Damage Resistances kinetic (while inflated)
  • Senses passive Perception 11
  • Challenge 1/4 (50 XP)

Inflate (1/Rest). As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice for melee weapon attacks (included), and has advantage on Charisma (Intimidation) checks. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.

Actions

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


Officer, Junior

Medium humanoid (any), unaligned


  • Armor Class 12 (combat suit)
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 12 (+1)

  • Skills Intimidation +3, Perception +2
  • Senses passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 1/8 (25 XP)

Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, 60/240 ft., one target. Hit: 4 (1d6+1) energy damage.

Command Ally. The officer targets one ally within 30 feet of it. If the ally can hear the officer, the ally can make one weapon attack as a reaction and gains advantage on the attack roll.

Reactions

Human Shield. When a creature the officer can see targets it with an attack, it can choose an ally within 5 feet of it. The officer and ally swap places, and the chosen ally becomes the target instead.


Officer, Senior

Medium humanoid (any), unaligned


  • Armor Class 15 (weave armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 16 (+3) 11 (+0) 17 (+3)

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

Maneuvering Strikes. When the officer hits a creature with a weapon attack, it can choose one ally within 60 feet of it who can see or hear it. That ally can immediately use its reaction to move up to half its speed without provoking opportunity attacks from the target of the officer's attack.

Superior Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.

Actions

Blaster Carbine. Ranged Weapon Attack: +3 to hit, 60/240 ft., one target. Hit: 4 (1d6+1) energy damage.

Call to Attack (3/Day). The officer chooses up to three allies within 120 feet of it that can hear it. Each ally can use its reaction to make one weapon attack.

Rally Allies. The officer targets up to three allies within 120 feet of it that can hear it. Charmed and frightened effects affecting each creature immediately end.

Reactions

Human Shield. When a creature the officer can see targets it with an attack, it can choose an ally within 5 feet of it. The officer and ally swap places, and the chosen ally becomes the target instead.


Oggdo

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +8
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 12
  • Challenge 5 (1,800 XP)

Amphibious. The oggdo can breathe air and water.

Standing Leap. The oggdo’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) kinetic damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the Oggdo can't use its bite or tongue attacks on another target.

Tongue. Melee Weapon Attack: +8 to hit, reach 30 ft., one target at least 10 feet from the oggdo. Hit: 10 (3d6) acid damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, and the oggdo can immediately use a bonus action to make one bite attack against the target.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage, and the target must make a DC 16 Strength saving throw or be knocked prone.


Oggdo, Legendary

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 11 (+0) 14 (+2) 8 (-1)

  • Saving Throws Str +11, Con +11
  • Skills Athletics +11, Perception +7
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 17
  • Challenge 13 (10,000 XP)

Amphibious. The oggdo can breathe air and water.

Legendary Resistance (3/Day). If the oggdo fails a saving throw, it can choose to succeed instead.

Standing Leap. The oggdo’s long jump is up to 25 feet and its high jump is up to 10 ft., with or without a running start.

Actions

Multiattack. The oggdo makes a tongue attack if able, then attacks using its bite or slam.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8+6) kinetic damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the Oggdo can't use its bite or tongue attacks on another target.

Tongue. Melee Weapon Attack: +11 to hit, reach 30 ft., one target at least 10 feet from the oggdo. Hit: 13 (3d8) acid damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, and the oggdo can immediately use a bonus action to make one bite attack against the target.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) kinetic damage, and the target must make a DC 19 Strength saving throw or be knocked prone.


Opee Sea Killer

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 139 (9d20 + 45)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 3 (-4) 10 (+0) 6 (-2)

  • Saving Throws Dex +3, Wis +3
  • Skills Stealth +7
  • Damage Resistances energy from ranged weapons
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge 6 (2,300 XP)

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

Unhindered Movement. The sea killer can move at full speed while grappling a creature.

Actions

Multiattack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 30 (4d12+4) kinetic damage.

Tongue. Melee Weapon Attack: +7 to hit, reach 30 ft., one target at least 10 feet from the sea killer. The target is grappled (escape DC 15) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the Sea Killer can't use its bite or tongue attacks on another target. The target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the sea killer, and the sea killer can immediately use a bonus action to make one bite attack against the target.


Orbalisk

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 17 (5d4 + 5)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 1 (-5) 4 (-3) 3 (-4)

  • Damage Immunities acid, cold, energy, fire, force, ion, kinetic, necrotic, poison, psychic, sonic
  • Senses passive Perception 7
  • Challenge 3 (700 XP)

Damage Transfer. While attached to a creature, the orbalisk takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Detect Dark Side. The orbalisk can sense the presence and location of any dark side-aligned creature within 300 feet.

Symbiosis. When a creature the orbalisk is attached to would take damage from a source other than the orbalisk, the damage is reduced by an amount equal to 5 + the number of Wisdom saving throws against the Orbalisk's Attach the creature has failed.

Actions

Attach. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage, and the orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, it must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of its Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while its Hit Die is a d2, it dies as the orbalisks consume it. While attached, the orbalisk can make this attack only against the target and has advantage on the attack roll. The orbalisk can detach itself by spending 5 feet of its movement.


Orbalisk Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 13 (+1) 1 (-5) 4 (-3) 3 (-4)

  • Damage Immunities acid, cold, energy, fire, force, ion, kinetic, necrotic, poison, psychic, sonic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 7
  • Challenge 8 (2,900 XP)

Damage Transfer. While attached to a creature, the swarm takes only half the damage dealt to it (rounded down), and that creature takes the other half.

Detect Dark Side. The swarm can sense the presence and location of any dark side-aligned creature within 300 feet.

Symbiosis. When a creature the swarm is attached to would take damage from a source other than the swarm, the damage is reduced by an amount equal to 5 + the number of Wisdom saving throws against the swarm's Attach the creature has failed.

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 orbalisk. The swarm can’t regain hit points or gain temporary hit points.

Actions

Attach. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (2d8+4) kinetic damage, or 8 (1d8+4) kinetic damage if the swarm has half its hit points or fewer, and the swarm attaches to the target. Once attached to a target, the swarm begins to reproduce through fragmentation. Whenever the host completes a long rest, it must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of its Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while its Hit Die is a d2, it dies as the orbalisks consume it. While attached, the swarm can make this attack only against the target and has advantage on the attack roll. The swarm can detach itself by spending 5 feet of its movement.


Pantran Whitefang

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +4, Stealth +7, Survival +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

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

Leaping Strike. If the whitefang moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the whitefang can make one bite attack against it as a bonus action.

Snow Hunters. The whitefang has advantage on Dexterity (Stealth) checks to hide while in snow.

Actions

Multiattack. The whitefang makes one claw attack and one bite attack.

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

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.


Pelko Bug

Tiny beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 13 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

  • Skills Stealth +4
  • Damage Vulnerabilities fire, cold, lightning; energy
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge 1/2 (100 XP)

Actions

Barbs. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage, and the target must succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage and become paralyzed until the end of its next turn.


Pelko Bug Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +4
  • Damage Vulnerabilities fire, cold, lightning; energy
  • Damage Resistances kinetic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge 2 (450 XP)

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 pelko. The swarm can’t regain hit points or gain temporary hit points.

Actions

Barbs. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) kinetic damage, or 9 (2d4+4) kinetic damage if the swarm has half its hit points or fewer, and the target must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage and become paralyzed until the end of its next turn.


Pherin

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 7 (-2) 10 (+0) 7 (-2)

  • Skills Stealth +3
  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Amphibious. The pherin can breathe air and water.

Swamp Camouflage. The pherin has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Standing Leap. The pherin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The pherin makes two attacks: one with its bite and one with its stone.

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

Stone. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d8+1) kinetic damage.


Phillak

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (5d8 + 10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Athletics +5
  • Senses passive Perception 11
  • Challenge 2 (450 XP)

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

Charge. If the Phillak moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Phillak can immediately make another attack with its hooves against it as a bonus action.

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the phillak, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Reactions

Kickback. If a creature within 5 feet of the Phillak misses it with a melee attack, the Phillak can make one hoove attack against that creature.


Pistoeka Sabotage Droid

Tiny droid (tracker), unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 10 (+0) 2 (-4)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses passive Perception 10
  • Challenge 0 (10 XP)

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

Interfaced Damage Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it rolls a 1 or 2 on a damage die for a tech power while the droid is within 5 feet of it, the creature can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Pack Tactics. The droid has advantage on attack rolls against a creature if at least one of the droid’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Starship Saboteur. When the droid hits a construct with a weapon attack it deals an additional 10 damage. Additionally, when it hits a construct with its miniature plasma cutter, it's weapon damage die increases to a d4.

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

Actions

Miniature Plasma Cutter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 ion damage.


Plaguebearer

Medium humanoid (any), unaligned


  • Armor Class 11 (unarmored)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 9 (-1)

  • Skills Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages any it knew before infection
  • Challenge 1/4 (50 XP)

Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 8 (2d6+1) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.

Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.


Plaguebearer, Virulent

Medium humanoid (any), unaligned


  • Armor Class 13 (unarmored)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)

  • Skills Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages any it knew before infection
  • Challenge 3 (700 XP)

Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.

Actions

Multiattack. The plaguebearer makes two unarmed strikes and one bite attack if it is able to.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 9 (2d6+2) kinetic damage plus 7 (2d6) poison damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.

Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.

Reactions

Virulent Dissemination. When the plaguebearer is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the plaguebearer must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The plaguebearer is disintegrated.


Porg

Tiny beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft., swim 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Galactic Basic (understands simple words and phrases but can't speak it)
  • Challenge 0 (10 XP)

Keen Smell. The porg has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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


Porg Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 24 (7d8 - 7)
  • Speed 10 ft., fly 50 ft., swim 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +5, Survival +3
  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 15
  • Languages Galactic Basic (understands simple words and phrases but can't speak it)
  • Challenge 1/2 (100 XP)

Keen Smell. The porg has advantage on Wisdom (Perception) checks that rely on smell.

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 porg. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage or 5 (1d6+2) kinetic damage if the swarm has half its hit points or fewer.


Probe Killer Swarm

Medium swarm of tiny droids, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 20 ft. climb 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic and energy
  • Condition Immunities Charmed, Disease, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
  • Senses darkvision 30 ft, passive Perception 11
  • Challenge 4 (1,100 XP)

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

Sneak Attack (2/Turn). The swarm deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the swarm that isn't incapacitated and the swarm doesn't have disadvantage on the roll.

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

Actions

Multiattack (swarm has more than half HP). The swarm makes 4 leg slash attacks.

Multiattack (swarm has less than or equal to half HP). The swarm makes 2 leg slash attacks.

Leg Slash. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 6 (1d4+4) kinetic damage.


Purge Trooper

Medium humanoid, lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

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

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

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

Jedi Hunter. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Training Inquisitorius. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper makes two blaster rifle or stock strike attacks.

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

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

Reactions

Force Backlash. When the purge trooper succeeds on a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within attack range of the caster, it can immediately make a weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.


Purge Trooper, Commander

Medium humanoid, lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.

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

  • Saving Throws Dex +7, Wis +5
  • Skills Insight +5, Intimidation +3, Perception +5, Stealth +7, Survival +5
  • Senses passive Perception 15
  • Languages Galactic Basic, any one other language
  • Challenge 6 (2,300 XP)

Cover to Cover. Attack rolls made against the trooper on its turn are made with disadvantage.

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

Jedi Hunter. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Surprise Attack. If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Training Inquisitorius. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper makes two melee weapon attacks or three ranged weapon attacks.

Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 13 (2d8+4) energy damage.

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) kinetic damage.

Shock Grenade (3/day). The purge trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet of the point must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.

Reactions

Force Backlash. When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.


Purge Trooper, Electrobaton

Medium humanoid, lawful dark


  • Armor Class 15 (fiber armor)
  • Hit Points 72 (13d8 + 13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Saving Throws Dex +6, Wis +4
  • Skills Acrobatics +6, Perception +4, Stealth +6, Survival +4
  • Senses passive Perception 14
  • Languages Galactic Basic, any one other language
  • Challenge 5 (1,800 XP)

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

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

Jedi Hunter. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Training Inquisitorius. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper makes four melee weapon attacks.

Electrobatons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.

Reactions

Force Backlash. When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.

Parry. The purge trooper adds 3 to its AC against one melee attack that would hit it. To do so, the trooper must see the attacker and be wielding a melee weapon.


Purge Trooper, Electrohammer

Medium humanoid, lawful dark


  • Armor Class 17 (assault armor)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Saving Throws Str +7, Wis +4
  • Skills Athletics +7, Intimidation +3, Survival +4
  • Senses passive Perception 14
  • Languages Galactic Basic, any one other language
  • Challenge 5 (1,800 XP)

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

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

Heavy Blows. The trooper adds half its Strength modifier (rounded up) to attacks it makes with two-handed weapons (included).

Jedi Hunter. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Training Inquisitorius. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper makes two melee weapon attacks.

Electrohammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d4+6) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.

Shockwave (Recharge 5-6). The purge trooper slams its hammer into the ground, creating a shockwave that extends in a 10-foot radius centered on itself. Each creature in the area must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 16 (3d6+6) lightning damage. On a successful save, the creature takes only half damage, isn't knocked prone, and is pushed 5 feet away from the trooper into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone.

Reactions

Force Backlash. When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.


Purge Trooper, Electrostaff

Medium humanoid, lawful dark


  • Armor Class 16 (battle armor)
  • Hit Points 98 (15d8 + 30)
  • Speed 30 ft.

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

  • Saving Throws Dex +6, Wis +5
  • Skills Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages Galactic Basic, any one other language
  • Challenge 5 (1,800 XP)

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

Double-Strike. When the purge trooper misses with a melee weapon attack, it can immediately make another melee attack as a bonus action against the same target. Alternatively, if the trooper lands two electrostaff attacks against the same target, it can instead use its bonus action to make one additional attack.

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

Jedi Hunter. The purge trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.

Training Inquisitorius. The purge trooper deals one extra die of damage with its weapons (included).

Actions

Multiattack. The purge trooper makes two melee weapon attacks.

Electrostaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.

Reactions

Force Backlash. When the purge trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.


R2 Series Astromech Droid

Small droid (class II), unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 13 (3d6 + 3)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 17 (+3) 12 (+1) 7 (-2)

  • Skills Perception +3, Piloting +5, Technology +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Binary, understands Galactic Basic but can't speak it
  • Challenge 1/8 (25 XP)

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

Keen Hearing and Sight. The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Techcasting. The astromech is a 3rd-level techcaster (tech save DC 13, +5 to hit with power attacks, 15 tech points). The astromech knows the following powers:

At-will: light, mending, minor hologram, on/off
1st-level: decryption program, oil slick, repair droid, smoke cloud, target lock
2nd-level: lock, release

Actions

Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.

Rocket Boost (1/Day). The astromech droid leaps up to 40 feet in any direction.


Rakghoul

Medium aberration, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

  • Skills Perception +2, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1 (200 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.


Rakghoul, Crazed

Medium aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 142 (15d8 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 4 (-3) 11 (+0) 8 (-1)

  • Skills Athletics +7, Perception +3, Survival +3
  • Damage Resistances fire, necrotic
  • Damageg Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 7 (2,900 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all crazed rakghouls for 1 hour.

Actions

Multiattack. The rakghoul makes three attacks: two with its claws and one with its strangling tentacle.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.

Strangling Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) kinetic damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can’t breathe, speak, or cast powers; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the rakghoul’s turns. The rakghoul has three tentacles, each of which can grapple only one target.



Rakghoul, Eyeless

Gargantuan aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 346 (21d20 + 126)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 22 (+6) 4 (-3) 16 (+3) 6 (-2)

  • Saving Throws Str +15, Con +13, Int +4, Wis +10
  • Skills Athletics +15, Survival +10
  • Damage Resistances poison, kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, blinded, frightened, stunned, paralyzed, poisoned
  • Senses tremorsense 120 ft., passive Perception 13
  • Challenge 23 (50,000 XP)

Devastating Blows. The Eyeless' attacks count as enhanced for the purposes of overcoming resistances.

Legendary Resistance (3/Day). If the Eyeless fails a saving throw, it can choose to succeed instead.

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Ultimate Mutation. The Eyeless is the peak of rakghoul mutation. Once per round when a creature infected with the rakghoul plague enters the area within 30 feet of the Eyeless for the first time, it must roll its saving throw against the Plague or immediately advance to the next stage of infection.

Actions

Multiattack. The Eyeless uses its Infected Phlegm, then uses its Crush if available, or makes three slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 18 Constitution saving throw or become infected with the Rakghoul Plague.

Crush (Recharge 5-6). The Eyeless ferociously pounds the ground around it. Each creature within a 15-foot radius of the Eyeless must make a DC 20 Strength saving throw, taking 42 (12d6) kinetic damage on a failed save and falling prone. On a success, a creature takes half damage and doesn't fall prone.

Infected Phlegm. The Eyeless spits out a deluge of sickly green mucus at three points of its choice within 60 feet of it, each splashing down in a 10-foot radius around the point. Each creature in an affected area must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) acid damage and be coated in slime. A creature coated in this slime gains one level of the slowed condition, and when it makes a saving throw, it must roll a d4 and subtract the number rolled from the total. For each coating of slime affecting a creature, it gains an additional level of slowed and the d4 roll increases by 1d4. On a successful save, a creature takes half damage and isn't slimed. A creature may repeat the saving throw at the end of its turn, ending the effect on a success. A creature in the area of more than one deluge of mucus is only affected once. A creature affected by three coatings of slime is automatically infected with Rakghoul Plague.

Legendary Actions

The Rakghoul, Eyeless 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 Rakghoul, Eyeless regains spent legendary actions at the start of their turn.

Move. The Eyeless moves up to its speed.

Stomp. The Eyeless makes one Slam attack.

Summon Rakghouls (2 Actions). The Eyeless lets forth a bellowing roar, calling forth 1d4+2 rakghouls in the area, which appear in any unoccupied spaces within 15 feet of the Eyeless.



Rakghoul, Fiend

Medium aberration, unaligned


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

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 7 (-2) 10 (+0) 8 (-1)

  • Skills Perception +2, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 4 (1,100 XP)

Command Brethren (2/day). The fiend can exert its control over other rakghouls. As a bonus action on its turn, it can command up to 5 allied rakghouls within 30 feet of it to move. Affected allies immediately gain 5 temporary hit points and can use their reaction to move up to their speed without provoking opportunity attacks.

Muur Remnant. The fiend retains a piece of its former intelligence. It is proficient with any weapons it had proficiency with in life, as well as any former knowledge of combat and tactics. It deals an additional weapon die of damage with any weapon it wields (included).

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul makes two claw attacks. It can substitute any claw attack for an attack with a weapon it is wielding.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

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

Blaster Rifle Burst. The rakghoul sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

Reactions

Muscle Memory. When a creatures moves to within 30 feet of the rakghoul, it can make a ranged weapon attack against the creature.


Rakghoul, Hulking

Large aberration, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Skills Athletics +6, Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 5 (1,800 XP)

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

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul makes two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.


Rakghoul, Irradiated

Medium aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 4 (-3) 14 (+2) 6 (-2)

  • Saving Throws Con +6, Wis +5
  • Skills Perception +5, Survival +5
  • Damage Immunities acid, poison, necrotic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 5 (1,800 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Radioactive Aura. The rakghoul exudes a radioactive aura within a 10-foot radius. When a creature enters the area for the first time or starts its turn there, it takes 6 (1d12) necrotic damage.

Radioactive Glow. The rakghoul sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage plus 7 (2d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage plus 3 (1d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.



Rakghoul, Monstrous

Huge aberration, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 209 (22d12 + 66)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 16 (+3) 4 (-3) 13 (+1) 6 (-2)

  • Saving Throws Str +9, Con +7, Wis +5
  • Skills Athletics +9, Perception +5, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 12 (8,400 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Actions

Multiattack. The rakghoul uses its Baleful Wail if it is available, then makes two attacks with its claws. It can replace one claw attack with its Gore.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled by the rakghoul, incapacitated, prone, or restrained. Hit: 18 (3d8+5) kinetic damage. The target must succeed on a DC 17 Constitution saving throw or take an additional 7 (2d6) kinetic damage and become wounded. While wounded in this way, at the start of each of its turns, the target takes another 7 (2d6) kinetic damage and gains one level of slowed. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Throw Boulder. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 22 (3d12+3) kinetic damage.

Baleful Wail (Recharge 5-6). The rakghoul unleashes an echoing roar. Each creature within 60 feet who can hear the rakghoul must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) sonic damage and become stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned. A creature that fails the save by 5 or more also falls prone.

Reactions

Revenge. When the rakghoul is dealt 25 damage or more by a single melee attack and survives, it can make a claw attack against the attacker.


Rakghoul, Vile

Medium aberration, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 4 (-3) 10 (+0) 8 (-1)

  • Skills Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 3 (700 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all vile rakghouls for 1 hour.

Actions

Multiattack. The rakghoul makes two attacks with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Reactions

Virulent Dissemination. When the rakghoul is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the rakghoul must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The rakghoul is disintegrated.


Rakling

Tiny aberration, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 8 (3d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 4 (-3) 10 (+0) 6 (-2)

  • Skills Perception +2, Survival +2
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1/2 (100 XP)

Savage Leap. If the rakling moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the rakling can make one claw attack against it as a bonus action.

Actions

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

Plague-Infected Creature Template

For GM's looking to bring the plague to non-humanoid creatures, consider adding the following template:

Creature Type: The creature's type is changed to Aberration.

Ability Scores: The creature's Constitution increases by 2 and its Intelligence is reduced to a 4 if not already lower.

Darkvision. The creature darkvision out to 60 feet. If it already had darkvision, it is instead extended an additional 30 feet.

Mutated Strikes. The creature's unarmed strikes, claw, or other natural weapon attacks deal an additional weapon die of damage.

Rakghoul Plague. Creatures that come in contact with the INFECTED may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.


Rancor, Adolescent

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 21 (+5) 4 (-3) 9 (-1) 6 (-2)

  • Saving Throws Con +8
  • Senses darkvision 120 ft., passive Perception 9
  • Challenge 8 (3,900 XP)

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.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) kinetic damage.


Rancor, Adult

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 6 (-2) 11 (+0) 11 (+0)

  • Saving Throws Str +10, Dex +4, Con +10, Wis +4
  • Skills Athletics +10
  • Senses darkvision 120 ft., passive Perception 14
  • Challenge 12 (8,400 XP)

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. It can use its swallow instead of its bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12+6) kinetic damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) kinetic damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.

Throw Boulder. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 25 (3d12+6) kinetic damage.

Swallow. The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the Rancor 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 Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.



Rancor, Ancient

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 432 (32d12 + 224)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 25 (+7) 7 (-2) 11 (+0) 16 (+3)

  • Saving Throws Str +14, Dex +7, Con +14, Wis +7
  • Skills Athletics +14
  • Damage Resistances ion; kinetic and energy from unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 17
  • Challenge 23 (50,000 XP)

Legendary Resistance (3/Day). If the Rancor fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The rancor can use its frightful roar. It then makes three attacks: two with its claws and one with its bite. It can use its swallow instead of its bite.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (3d12+7) kinetic damage.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.

Throw Boulder. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 33 (4d12+7) kinetic damage.

Frightful Roar. Each creature of the rancor's choice within 90 feet of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

Swallow. The rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 35 (10d6) acid damage at the start of each of the rancor's turns. If the rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 24 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 Rancor. If the Rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Legendary Actions

The Rancor, Ancient 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 Rancor, Ancient regains spent legendary actions at the start of their turn.

Swipe. The rancor makes one claw attack.

Throw (Costs 2 Actions). The rancor makes one throw boulder attack.

Chomp (Costs 2 Actions). The rancor makes one bite attack or uses its swallow.



Rancor, Bull

Gargantuan beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 390 (20d20 + 180)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 11 (+0) 28 (+9) 8 (-1) 12 (+1) 17 (+3)

  • Saving Throws Str +17, Dex +8, Con +17, Wis +9
  • Skills Athletics +17, Intimidation +8, Perception +9
  • Damage Immunities ion; kinetic and energy from unenhanced weapons
  • Senses darkvision 120 ft., passive Perception 19
  • Challenge 28 (120,000 XP)

Legendary Resistance (3/Day). If the rancor fails a saving throw, it can choose to succeed instead.

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

Trampling Charge. If the rancor moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the rancor can make one bite attack against it as a bonus action.

Actions

Multiattack. The rancor can use its Frightful Roar. It then makes four attacks: one with its tusks, two with its claws, and one with its bite. It can use its swallow instead of its bite.

Tusks. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10+9) kinetic damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) kinetic damage. If the target is a creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 35 (4d12+9) kinetic damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8+9) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 41 (5d12+9) kinetic damage.

Frightful Roar. Each creature of the rancor's choice within 90 feet of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Rancor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the rancor's Frightful Roar for the next 24 hours.

Swallow. The Rancor makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the rancor, and it takes 42 (12d6) acid damage at the start of each of the Rancor's turns. If the rancor takes 35 damage or more on a single turn from a creature inside it, the Rancor must succeed on a DC 25 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 rancor. If the rancor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Legendary Actions

The rancor 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 rancor regains spent legendary actions at the start of their turn.

Tail. The rancor makes one tail attack.

Throw (Costs 2 Actions). The rancor makes one throw boulder attack.

Chomp (Costs 2 Actions). The rancor makes one bite attack or uses its swallow.


Rancor, Juvenile

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 20 (+5) 3 (-4) 9 (-1) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The rancor makes two attacks: one with its claws and one with its bite.

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

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) kinetic damage.


Ratidillo

Large beast, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 63 (6d10 + 30)
  • Speed 40 ft.

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

  • Skills Perception +4
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Challenge 2 (450 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: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) kinetic damage.

Deadly Leap (Recharge 5-6). The ratidilo leaps up to 30 feet to an empty space it can see. When it lands, each creature within 5 feet of it must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) kinetic damage. On a successful save, a creature takes only half the damage, isn't knocked prone, and is pushed 5 feet away from the ratidilo to an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone.


Ratidillo, Feral

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
  • Challenge 7 (2,900 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 (Recharge 5-6). The ratidilo leaps up to 30 feet to an empty space it can see. When it lands, each creature within 5 feet of it must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 27 (6d6+6) kinetic damage. On a successful save, a creature takes only half the damage, isn't knocked prone, and is pushed 5 feet away from the ratidilo to an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone.



Rathtar

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d10 + 51)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 4 (-3) 13 (+1) 5 (-3)

  • Saving Throws Con +7
  • Skills Stealth +4
  • Damage Resistances ion, poison; kinetic and energy from unenhanced weapons
  • Condition Immunities poisoned, prone
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge 10 (5,900 XP)

Many-Eyed. The rathtar has advantage on saving throws made against being blinded.

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

Unhindered Movement. The rathar’s movement speed is not reduced while moving with a grappled creature.

Actions

Multiattack. The rathtar can use its consume, and then it makes four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and two with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage, and the target is swallowed if it is a medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Flailing Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) kinetic damage, and the target is grappled (escape DC 17) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.

Grasping Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6+5) kinetic damage. If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.

Consume. The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make a bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.


Rathtar, Dwarf

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 6 (-2) 12 (+1) 6 (-2)

  • Saving Throws Con +7
  • Skills Stealth +3
  • Damage Resistances ion, poison
  • Condition Immunities poisoned, prone
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge 5 (1,800 XP)

Many-Eyed. The rathtar has advantage on saving throws made against being blinded.

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

Unhindered Movement. The rathar’s movement speed is not reduced while moving with a grappled creature.

Actions

Multiattack. The rathtar makes four flailing tentacle attacks, then makes one bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage, and the target is swallowed if it is a medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 7 (3d4) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold up to one Medium or smaller creature inside it at a time. If the rathtar takes 15 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Flailing Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) kinetic damage, and the target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.


Reek, Adolescent

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Challenge 2 (450 XP)

Charge. If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions

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


Reek, Adult

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d12 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 17 (+3) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Challenge 5 (1,800 XP)

Charge. If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) kinetic damage.


Revanite, Believer

Medium humanoid, any dark


  • Armor Class 13 (unarmored)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 13 (+1) 12 (+1) 17 (+3) 14 (+2)

  • Skills Insight +5, Lore +3, Persuasion +4
  • Senses passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Devotion. The believer has advantage on saving throws against being charmed or frightened.

Forcecasting. The believer is a 3rd-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, +5 to hit with force attacks) and it has 14 force points. The follower knows the following force powers:

At-will: denounce, enfeeble, force push/pull, shock
1st-level: cloud mind, curse, sap vitality
2nd-level: calm emotions, force blind/deafen

Actions

Multiattack. The believer makes two weapon attacks.

Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.


Revanite, Follower

Medium humanoid, any dark


  • Armor Class 11 (unarmored)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1)

  • Skills Lore +3
  • Senses passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 1/8 (25 XP)

Forcecasting. The follower is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 11, +3 to hit with force attacks) and it has 6 force points. The follower knows the following force powers:

At-will: denounce, force push/pull, shock
1st-level: cloud mind, curse, sense force

Actions

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


Revanite, Worshipper

Medium humanoid, any dark


  • Armor Class 14 (armored robes)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

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

  • Saving Throws Dex +5, Cha +5
  • Skills Deception +5, Insight +3, Lore +3, Persuasion +5
  • Senses passive Perception 11
  • Languages Galactic Basic, any one other language
  • Challenge 3 (700 XP)

Devotion. The worshipper has advantage on saving throws against being charmed or frightened.

Forcecasting. The worshipper is a 5th-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, +5 to hit with force attacks) and it has 23 force points. The follower knows the following force powers:

At-will: denounce, force technique, force push/pull, saber reflect, shock
1st-level: battle precognition, cloud mind, curse, heal, sap vitality
2nd-level: calm emotions, force blind/deafen, force sight
3rd-level: bestow curse, convulsion, remove curse

Actions

Multiattack. The worshipper makes two weapon attacks.

Lightfoil. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage.


Riot

Gargantuan swarm of medium humanoids, unaligned


  • Armor Class 11 (unarmored)
  • Hit Points 199 (19d20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Resistances kinetic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 10 (5,900 XP)

Strength in Numbers. The swarm has advantage on Strength and Constitution checks and saving throws.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The riot makes three improvised weapon attacks.

Improvised Weapon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 20/60 ft., one target in the swarm's space or within range. Hit: 15 (3d6+5) kinetic damage plus 10 (3d6) fire damage, or 12 (2d6+5) kinetic damage plus 7 (2d6) fire damage if the swarm has half its hit points or fewer.


Rock Wart

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 3 (-4)

  • Skills Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., passive Perception 9
  • Challenge 1/8 (25 XP)

Desert Camouflage. The rock wart has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) kinetic damage damage, and the target must make a DC 11 Constitution saving throw. On a success, the creature is unaffected by the venom. On a failure, the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.



Roggwart

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 17 (+3) 6 (-2) 14 (+2) 15 (+2)

  • Saving Throws Str +9, Wis +6
  • Skills Athletics +13, Intimidation +6, Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Challenge 9 (5,000 XP)

Cybernetic Enhancements. Roggwarts are often modified with cybernetic augmentations. Roll a d6 or choose from the following options to determine what enhancements the roggwart has. It can have a maximum of two enhancements at a time and cannot change enhancements once chosen.

(1) Cranial Implants. The Roggwart's Intelligence score increases by 2, and it has advantage on Intelligence and Wisdom saving throws made against Tech or Force powers.

(2) Cybernetic Arm. The Roggwart's Strength score increases by 2, and it can innately cast the pressure crush tech power as a bonus action on its turn if it is grappling a Large or smaller creature. It's techcasting ability is Strength (save DC 17) and it's a 5th-level caster.

(3) Hydraulic Leg. The Roggwart's Dexterity score increases by 2, and it can leap up to 30 feet as a bonus action on its turn. When it lands it deals 5 kinetic damage to each creatures within 5 feet of where it lands.

(4) Exo-Skeleton. The Roggwart's Constitution score increases by 2, and it gains resistance to Kinetic and Energy damage from unenhanced weapons.

(5) Mechanized Tentacles. The Roggwart has four tentacles on its back. Each tentacle has an AC 10 and 5 hit points. The Roggwart gains a number of special reactions each round equal to the number of tentacles it has. Once per turn when a creature enters the Roggwart's reach or moves 5 feet or greater while within its reach, it can make an opportunity attack against that creature using its tentacles.

(6) Tail Plating. The Roggwart can grapple creatures with its tail, and when it is grappling a creature with its tail, it can use a bonus action on its turn to slam the target into the ground. The target must succeed on a DC 17 Strength saving throw or take 21 (6d6) kinetic damage and be knocked prone. On a successful save, the target takes half damage. Once it has been slammed in this way, the target is no longer grappled.

Actions

Multiattack. The roggwart uses its Frightening Presence, then makes one bite attack and two claw attacks. If it has the Tail Plating enhancement, it can replace one of its claw attacks with a tail attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Frightening Presence. Each creature of the roggwart's choice that is within 120 feet of the roggwart and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the roggwart's Frightful Presence for the next 24 hours.


Roguish Corsair

Medium humanoid (any), any alignment


  • Armor Class 17 (combat armor)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 14 (+2) 11 (+0) 15 (+2)

  • Skills Acrobatics +7, Athletics +4, Persuasion +5
  • Senses passive Perception 10
  • Languages Galactic Basic and one other
  • Challenge 7 (2,900 XP)

Avoidance. If the corsair is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Fancy Footwork. If the corsair makes a melee attack against a creature during its turn, that creature cannot make an opportunity attack against it for the rest of the corsair's turn.

Nimble Escape. The corsair can take the Dash or Disengage action as a bonus action on each of its turns.

Rakish Audacity. If the corsair is within 5 feet of an enemy and no other creatures are within 5 feet of the corsair, and it doesn't have disadvantage on the attack roll, it can use its sneak attack.

Sneak Attack (1/Turn). The corsair deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the corsair that isn’t incapacitated and the corsair doesn’t have disadvantage on the attack roll.

Suave Defense. While the corsair is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier (included).

Actions

Multiattack. The corsair makes three attacks: one with its vibrodagger and two with its vibrorapier. It can choose to replace one attack with a light pistol attack.

Vibrodagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 20/60, one target. Hit: 6 (1d4+4) kinetic damage.

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

Light Pistol. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 6 (1d4+4) energy damage.

Reactions

Parry. The corsair adds 3 to its AC against one melee attack that would hit it. To do so, the corsair must see the attacker and be wielding a melee weapon.


Ronto

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Skills Perception +2
  • Senses darkvision 30 ft., passive Perception 12
  • Challenge 4 (1,100 XP)

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

Trampling Charge. If the Ronto moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Ronto can make one stomp attack against it as a bonus action.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) kinetic damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage.


Ruffian

Medium humanoid, neutral dark


  • Armor Class 14 (fiber armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 9 (-1) 12 (+1)

  • Skills Intimidation +3
  • Senses passive Perception 9
  • Languages Galactic Basic, Huttese
  • Challenge 1/4 (50 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one target. Hit: 6 (1d8+2) energy damage

Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.


Saava

Small plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 0 ft. (vines 20 ft., climb 20 ft.)

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 14 (+2) 4 (-3) 14 (+2) 12 (+1)

  • Skills Perception +4
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone
  • Senses tremorsense 60 ft. (blind beyond this point), passive Perception 14
  • Challenge 2 (450 XP)

Grasping Vines (2/Day). The saava can have up to three vines at a time. Each vine can be attacked (AC 10; 10 hit points; immunity to psychic and poison damage). A vine can also be broken if a creature takes an action and succeeds on a DC 12 Strength check against it. Destroying a vine in either way deals no damage to the saava, which can extrude a replacement vine on its next turn. The saava can do this a number of times equal to it's constitution modifier per day. Vines can extend up to 60 feet from the saava and have a movement speed of 20 feet. and a climb speed of 20 feet.

Parasite Drain. When the saava deals necrotic damage to a creature, it gains temporary hit points equal to the damage dealt.

Rooted. The saava is rooted in place and cannot move.

Actions

Multiattack. The saava makes one attack for each vine it has.

Entangle. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d6+1) kinetic damage and the target is grappled (escape DC 12). While grappled in this way, the target is restrained and takes an additional 9 (2d8) necrotic damage at the start of each of its turns. Each vine can grapple only one creature at a time.


Sand Demon

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 4 (-3) 16 (+3) 5 (-3)

  • Saving Throws Dex +6, Con +8, Int +1
  • Skills Perception +7
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 17
  • Challenge 10 (5,900 XP)

Ambusher. In the first round of a combat, the sand demon has advantage on attack rolls against any creature it surprised.

Avoidant. Attacks made against the sand demon have their critical hit range reduced by 1, to a minimum of 1.

Chitinous Protection. The sand demon's eyes are shielded by a layer of strong membrane. It has advantage on saving throws against being blinded.

Surprise Attack. If the sand demon surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Tunneler. The sand demon can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The sand demon makes three attacks; two with its legs and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) kinetic damage and the target is grappled (escape DC 17). While a creature is grappled in this way, it is restrained. The bonzami can only grapple one creature in this way at a time.

Leg Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.



Sando Aqua Monster

Gargantuan beast, unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 409 (21d20 + 189)
  • Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 28 (+9) 8 (-1) 18 (+4) 18 (+4)

  • Saving Throws Str +18, Dex +13, Con +17, Wis +12
  • Skills Insight +12, Intimidation +12, Perception +12, Stealth +13
  • Damage Immunities cold, ion, lightning; kinetic and energy from unenhanced weapons
  • Condition Immunities frightened, paralyzed, restrained
  • Senses blindsight (while in water) 120 ft., darkvision 120 ft., passive Perception 22
  • Challenge 27 (105,000 XP)

Amphibious. The aqua monster can breathe air and water.

Freedom of Movement. The aqua monster ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.

Gargantuan Strength. The aqua monster’s weapon attacks are considered enhanced.

Legendary Resistance (3/Day). If the aqua monster fails a saving throw, it can choose to succeed instead.

Siege Monster. The aqua monster does double damage to objects and structures.

Actions

Multiattack. The aqua monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can replace a bite with a swallow.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) kinetic damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained, and the aqua monster can't bite another target.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (2d6+10) kinetic damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) kinetic damage.

Frightful Presence. Each creature of the aqua monster's choice within 120 feet of the aqua monster and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aqua monster's Frightful Presence for 24 hours.

Swallow. The aqua monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aqua monster, and it takes 42 (12d6) acid damage at the start of each of the aqua monster's turns. If the aqua monster takes 50 damage or more on a single turn from a creature inside it, the aqua monster must succeed on a DC 25 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Water Torrent (Recharge 5-6). The aqua monster exhales a torrent of water in a 120-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.

Legendary Actions

The Sando Aqua Monster 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 Sando Aqua Monster regains spent legendary actions at the start of their turn.

Detect. The aqua monster makes a Wisdom (Perception) check.

Tail Attack. The aqua monster makes a tail attack.

Whirlpool (Costs 2 Actions). The aqua monster creates a whirlpool in the water at a point it can see within 30 feet. The whirlpool is a 30-feet deep cylinder with a 10-foot radius centered on that point. On subsequent turns, the aqua monster can use its Whirlpool action again to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a DC 21 Dexterity saving throw when it enters the whirlpool's area for the first time on a turn or starts its turn there. A creature takes 27 (6d8) kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool lasts for one round. The aqua monster can repeat the legendary action again to maintain the whirlpool.



Sarlacc, Adult

Gargantuan plant, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
27 (+8) 11 (+0) 27 (+8) 3 (-4) 11 (+0) 6 (-2)

  • Saving Throws Str +15, Con +15, Wis +7, Cha +5
  • Skills Perception +7, Stealth +7
  • Damage Resistances ion, sonic; kinetic and energy from unenhanced weapons
  • Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
  • Senses tremorsense 300 ft., passive Perception 17
  • Challenge 24 (62,000 XP)

Buried. The sarlacc is resistant to damage from sources further than 60 feet away from it, and it has total cover from attacks and effects from sources further than 120 feet away from it.

Gargantuan Strength. The sarlacc’s weapon attacks are considered enhanced.

Grasping Tentacles. The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be destroyed if a creature takes an action and succeeds on a DC 23 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle as a legendary action.

Legendary Resistance (3/Day). If the sarlacc fails a saving throw, it can choose to succeed instead.

Rooted. The sarlacc is rooted in place and cannot move.

Actions

Multiattack. The sarlacc makes three tentacle attacks. It can replace one tentacle attack with a bite.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (4d10+8) kinetic damage. , and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained.

Tentacle. Melee Weapon Attack: +15 to hit, reach 60 ft., one target. Hit: 26 (4d8+8) kinetic damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.

Swallow. The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 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 sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Pheromones (Recharge 5-6). The sarlacc releases pheromones in a 300-foot radius. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.

Legendary Actions

The Sarlacc, Adult 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 Sarlacc, Adult regains spent legendary actions at the start of their turn.

Earth-Shaking Movement. The sarlacc sends a shockwave through the ground in a 120-foot radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 23 Constitution saving throw. A creature takes 44 (8d10) kinetic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.

Reel. The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.

Extrude Tentacle. The sarlacc replaces a destroyed tentacle.

Tentacle. The sarlacc makes one tentacle attack.

Chomp (Costs 2 Actions). The sarlacc makes one bite attack or uses its swallow.


Scazz

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 1 (200 XP)

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

Sunlight Sensitivity. While in sunlight, the scazz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions>

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage.

Leap Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, and the target is grappled (escape DC 12). While the target is grappled in this way, it is considered restrained.


Scrange

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 126 (12d12 + 48)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 19 (+4) 2 (-4) 12 (+1) 7 (-2)

  • Saving Throws Dex +4, Con +7
  • Skills Perception +4, Stealth +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 7 (2,900 XP)

Ambusher. In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.

Bioluminescent. The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 feet. It can switch its brightness as a bonus action.

Hold Breath. The scrange can hold its breath for 30 minutes.

Mud Camouflage. The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.

Surprise Attack. If the scrange surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) kinetic damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) kinetic damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.


Scurrier

Small beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 1/2 (100 XP)

Keen Smell. The scurrier has advantage on Wisdom (Perception) checks that rely on smell.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage, and the target must succeed on a DC 10 Constitution saving throw or become infected with Scurrier Disease. A creature infected with Scurrier Disease's vision becomes blurry. The creature takes a −1 penalty to Attack Rolls and Ability Checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the Victim is blinded until its sight is restored by enhanced means such as the restoration power.

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage.


SD-K4 Assassin Droid

Large droid (class IV), unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 60 (12d10 + 24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 15 (+2) 14 (+2) 7 (-2)

  • Skills Investigation +4, Perception +4, Stealth +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses Darkvision 120 Ft., passive Perception 14
  • Challenge 4 (1,100 XP)

Assassinate. During its first turn, the assassin droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin droid scores against a surprised creature is a critical hit.

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

Keen Hearing and Sight. The assassin droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Sneak Attack (1/Turn). The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the roll.

Swarm Transport. The assassin droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.

Actions

Multiattack. The assassin droid makes three leg slash attacks.

Leg Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Deploy Probe Killers. This droid swarm appears in any space within 5 ft. of the assassin droid.

Reactions

Second Chance. When the droid reaches zero hit points, it can immediately take the deploy probe killers action.


Shaak

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 25 (3d10 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 5 (-3)

  • Damage Resistances kinetic from unenhanced weapons
  • Senses passive Perception 10
  • Challenge 1/8 (25 XP)

Bouyant Helplessness. The shaak's large body allows it to float in water. While in water, its speed is 0.

Actions

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


Shrub

Small plant, unaligned


  • Armor Class 9 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 3 (-4) 10 (+0) 6 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances kinetic
  • Condition Immunities blinded, charmed, deafened, prone
  • Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
  • Challenge 0 (10 XP)

False Appearance. While the shrub remains motionless, it is indistinguishable from a normal bush.

Actions

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


Shyrack

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 2 (1d6 - 1)
  • Speed 0 ft., fly 20 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 9 (-1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Condition Immunities blinded
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 1/4 (50 XP)

Echolocation. The shyrack can't use its blindsight while deafened.

Keen Hearing. The shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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


Shyrack Swarm

Large swarm of small beasts, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 38 (7d10)
  • Speed 0 ft., fly 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 11 (+0) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Damage Resistances kinetic and energy
  • Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 2 (450 XP)

Echolocation. The shyrack can't use its blindsight while deafened.

Keen Hearing. The shyrack has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d4+4) kinetic damage, or 9 (2d4+4) kinetic damage if the swarm has half its hit points or fewer.


Sibian Hound

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

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

Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Sith Probe Droid

Tiny droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 120 ft., passive Perception 13
  • Languages any one language
  • Challenge 0 (10 XP)

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

Flyby. The droid doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Interfaced Spying Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Perception) check to survey an area, and this droid is also surveying that area, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.

Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.


Sketto

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 5 (-3)

  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 1/4 (50 XP)

Sunlight Sensitivity. While in sunlight, the sketto has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4+3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.


Sketto Swarm

Large swarm of small beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d10)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 5 (-3)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge 2 (450 XP)

Sunlight Sensitivity. While in sunlight, the sketto has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (4d4+3) kinetic damage, or 8 (2d4+3) kinetic damage if the swarm has half its hit points or fewer. The swarm loses 3 (1d6) hit points, and a single sketto attaches to the target, detaching from the swarm as its own creature. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4+3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.


Skungus

Medium plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (0) 14 (+2) 2 (-4) 10 (+0) 8 (-1)

  • Damage Vulnerabilities fire
  • Damage Resistances acid, poison
  • Damage Immunities kinetic and energy from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
  • Challenge 3 (700 XP)

Enlarge. The skungus can enlarge itself in defense when a creature comes within 5 feet of it. When it does so, it becomes Large in size. Creatures within 5 feet of it when it enlarges must make a DC 12 Dexterity saving throw or take 2 (1d4) kinetic damage and be pushed 5 feet away from the plant. On a success it takes no damage but is still pushed.

Reflective Shell. When a creature would hit the skungus with a ranged weapon attack, the attack is reflected back at the attacker. Roll the original attack against the attacker's AC. If the attack would hit the target, it deals damage equal to the amount the original attack would have dealt. The damage type is the same as the triggering attack.

Stench. Any creature that starts its turn within 5 feet of the skungus must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the skungus' Stench for 24 hours.

Actions

Thorns. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (3d8+1) kinetic damage and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for one minute. On a success the creature takes half poison damage and is not poisoned.

Burst. The skungus explodes in a burst of acid and thorns in a 20 foot radius. Every creature in the area must succeed on a DC 12 Dexterity saving throw or take 13 (3d8) kinetic damage and 13 (6d8) acid damage. The affected area is considered difficult terrain for 1 minute and is coated in acid. A creature that enters the area for the first time on a turn or starts its turn there takes 3 (1d6) acid damage. The explosion destroys the skungus' body.

Reactions

Death burst. When the skungus is reduced to one quarter or fewer of its hit points (5) or is forcibly moved from its space and hits another creature or object, it can use its reaction to use its Burst.


Sleen

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (3d10 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3
  • Senses passive Perception +3
  • Challenge 1 (200 XP)

Trampling Charge. If the sleen moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the sleen can immediately make another attack with its bite against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.


Slyyyg

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 5 (-3) 16 (+3) 3 (-4) 10 (+0) 5 (-3)

  • Saving Throws Str +7
  • Damage Resistances force
  • Damage Immunities fire, poison, acid
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge 5 (1,800 XP)

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

Slime Body. A creature that touches the slyyyg or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.

Actions

Multiattack. The slyyyg makes two ram attacks.

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

Toxic Sludge (Recharge 5-6). The slyyyg sprays toxic sludge in a 15-foot cone, coating everything in the affected area. The affected area is considered difficult terrain and lasts for 1d4 rounds. A creature that enters the area for the first time on a turn or starts its turn there must make a DC 13 Constitution saving throw. On a fail, a creature takes 11 (2d10) acid damage and is poisoned for one minute. On a successful saving throw, a creature takes half damage and is not poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns to end the effect. A creature that succeeds on the saving throw or has the effected ended on it has advantage on saving throws against all slyyyg's poison for 24 hours.


Smuggler

Medium humanoid (any), chaotic balanced


  • Armor Class 17 (fiber armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3)

  • Saving Throws Dex +8, Cha +6
  • Skills Acrobatics +8, Deception +9, Perception +6, Persuasion +6, Piloting +10, Stealth +9
  • Senses passive Perception 16
  • Languages Galatic Basic, Huttese
  • Challenge 6 (2,300 XP)

Bad Feeling When the smuggler rolls for initiative, it can move up to 30 feet. This movement happens before the initiative order is determined.

Cunning Action. On each of the smuggler's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Once per turn, the smuggler can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the smuggler that isn’t incapacitated.

Techcasting. The Smuggler is a 6th-level techcaster it's tech casting ability is Intelligence (tech save DC 15, +7 to hit with power attacks, 24 tech points). The Smuggler knows the following powers:

At-will: assess the situation, combustive shot, encrypted message
1st-level: element of surprise, flash, oil slick, smoke cloud, stack the deck, target lock
2nd-level: capacity boost, infiltrate, mirror image, smuggle, translocate
3rd-level: debilitating gas, invisibility to cameras

Actions

Multiattack. The smuggler makes two weapon attacks.

Heavy Blaster Pistol Ranged Weapon Attack. +8 to hit, range 40/160 ft., one target. Hit 9 (1d8+5) energy damage.

Hidden Blade Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4+5) kinetic damage.

Reactions

Uncanny Dodge. The smuggler halves the damage that it takes from an attack that hits it. The smuggler must be able to see the attacker.


Splox

Small beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (-5) 9 (-1) 4 (-3)

  • Skills Stealth +4
  • Senses passive Perception 9
  • Challenge 1/4 (50 XP)

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

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.

Reactions

Contort. If a creature makes a melee attack roll against the splox, it can use its reaction to add 3 to its AC until the start of its next turn, including the triggering attack. If the attack misses, the next attack roll an ally of the splox makes against that target has advantage, and the splox can immediately move 5 feet away from the creature without provoking opportunity attacks. If the attack hits, the splox cannot move, and its speed is reduced to 0 until the end of its next turn.


Spotlight Sloth

Medium beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 6 (-2) 14 (+2) 6 (-2)

  • Damage Vulnerabilities poison
  • Senses passive Perception 12
  • Challenge 2 (450 XP)

Bioluminescent. The sloth radiates dim light in a 10 foot radius.

Actions

Multiattack. The sloth makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Fling Mud. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) kinetic damage. If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.


Starweird

Medium aberration, chaotic balanced


  • Armor Class 15 (natural armor)
  • Hit Points 132 (16d8 + 16)
  • Speed 0 ft. fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 17 (+3)

  • Saving Throws Wis +6, Cha +6
  • Damage Resistances acid, fire, ion, lightning; kinetic and energy from unenhanced weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 7 (2,900 XP)

Devil's Sight. Enhanced darkness does not impede the starweird’s darkvision.

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

Forcecasting. The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 14, +6 to hit with force attacks) and it has 31 force points. The starweird knows the following force powers:

At-will: denounce, force push/pull, shock
1st-level: curse, sap vitality, sense force
2nd-level: drain vitality, force sight
3rd-level: choke, force lightning
4th-level: drain life

Phase Shift. The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Space-Borne. The starweird can survive in the vacuum of space.

Actions

Multiattack. The starweird makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage plus 3 (1d6) necrotic damage.

Telepathic Scream (1/Day). The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird must succeed on a DC 14 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. On a success, a creature takes half damage and is not frightened.


Steelpecker

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 9 (2d4 + 4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 15 (+2) 2 (-4) 13 (+1) 4 (-3)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1/8 (25 XP)

Iron Scent. The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.

Keen Sight and Smell. The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage. The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal 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 attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.


Steep

Medium beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 54 (10d8 + 10)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 3 (-4)

  • Skills Perception +2, Stealth +3
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 3 (700 XP)

Amphibious. The steep can breathe air and water.

Reckless. At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the steep takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the steep can't bite another target.


Stintaril

Tiny beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Senses darkvision 30 ft., passive Perception 10
  • Challenge 0 (10 XP)

Keen Smell. The stintaril has advantage on Wisdom (Perception) checks that rely on smell.

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

Actions

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


Stintaril Swarm

Medium swarm of tiny beasts, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 24 (7d8 - 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge 1/4 (25 XP)

Keen Smell. The stintaril has advantage on Wisdom (Perception) checks that rely on smell.

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 beast. The swarm can’t regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (3d4) kinetic damage or 5 (2d4) kinetic damage if the swarm has half its hit points or fewer.



Super Tactical Droid

Medium droid (class IV), unaligned


  • Armor Class 17 (assault armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 17 (+3) 21 (+5) 16 (+3) 15 (+2)

  • Skills Athletics +8, Lore +10, Perception +13, Stealth +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic from unenhanced weapons
  • Condition Immunities blinded, charmed, deafened, disease, exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 23
  • Languages Galactic Basic, Binary
  • Challenge 15 (13,000 XP)

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

Legendary Resistance (3/Day). If the tactical droid fails a saving throw, it can choose to succeed instead.

Master of the Droid. While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Tactical Technology. When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.

Techcasting. The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (power save DC 18, +10 to hit with tech attacks) and it has 57 tech points. The tactical droid knows the following tech powers:

At-will: assess the situation, encrypted message, electroshock, poison spray, spectrum ray, tracker droid interface, warding shot
1st-level: expeditious retreat, homing rockets, preparedness, repair droid, spectrum bolt, voltaic shield
2nd-level: capacity boost, energetic burst, enhance droid, mirror image
3rd-level: autonomous servant, destroy tech, explosion, tactical advantage
4th-level: radiation, sensor probe, synchronicity, wire bind
5th-level: mass repair droid, toxic cloud
6th-level: security protocols
7th-level: tactical superiority

Actions

Multiattack. The tactical droid makes three bash attacks or biopistol attacks.

Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d8+3) kinetic damage. This attack scores a critical hit on a roll of 19 or 20.

Biopistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d8+3) kinetic damage plus 14 (4d6) poison damage.

Legendary Actions

The tactical droid 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 tactical droid regains spent legendary actions at the start of its turn.

At-Will. The tactical droid casts an at-will tech power.

Bash. The tactical droid makes a bash attack.

Move. The tactical droid moves up to its speed without provoking opportunity attacks.

Construct Droid (Costs 3 Actions). Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.


Swamp Slug

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 175 (14d12 + 84)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 23 (+6) 3 (-4) 13 (+1) 7 (-2)

  • Saving Throws Str +10, Con +10, Cha +2
  • Skills Perception +5
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
  • Challenge 11 (7,200 XP)

Hold Breath. The slug can hold its breath for 1 hour.

Stench. Any creature other than a swamp slug that starts its turn within 10 feet of the swamp slug must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any swamp slug for 1 hour.

Toxic Body. A creature that touches the slug or hits it with a melee attack while within 5 feet of it takes 9 (2d8) poison damage.

Actions

Multiattack. The slug makes one bite attack and one slam attack. It can replace its bite attack with a swallow.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) kinetic damage.

Swallow. The slug makes a bite attack against a Large or smaller target it is grappling. On a hit, the target takes the bite's normal damage, is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage and 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


T'salak

Medium aberration, chaotic dark


  • Armor Class 18 (natural armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Dex +9, Con +8
  • Damage Vulnerabilities cold
  • Damage Resistances kinetic and energy
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge 9 (5,000 XP)

Induce Raging Madness. When the t'salak deals damage to a creature with a melee attack, the creature must make a DC 17 Wisdom saving throw. On a failed save, the creature must make at least one attack against the closest ally if it makes an attack on its turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Regeneration. The t'salak regenerates 5 hit points at the start of its turn. If the t'salak takes cold damage, this trait doesn't function at the start of the t'salak's next turn. The t'salak dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Tendril. Melee Weapon Attack: +9, range 5 ft., one target. Hit: 11 (1d12+5) psychic damage.


Legendary Actions

The t'salak 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 t'salak regains spent legendary actions at the start of their turn.

Tendril. The t'salak makes one attack with its tendrils.


T-Series Tactical Droid

Medium droid (class IV), unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 19 (+4) 16 (+3) 11 (+0)

  • Saving Throws Int +6, Wis +5
  • Skills Deception +2, Insight +5, Investigation +6, Lore +6, Technology +6
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Binary
  • Challenge 1/4 (50 XP)

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

Innate Techcasting. The droid’s techcasting ability is Intelligence (tech save DC 14). It can innately cast the following tech powers:

At-will: assess the situation, encrypted message, on/off, alarm
3/Day each: element of surprise, repair droid, stack the deck

Predictive A.I. The tactical droid can enter a state of higher programming as an action. While concentrating, the droid can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.

Actions

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.


T3-Series Utility Droid

Small droid (class II), unaligned


  • Armor Class 10 (armor plating)
  • Hit Points 7 (2d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Skills Piloting +4, Technology +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Binary
  • Challenge 1/2 (100 XP)

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

Techcasting. The droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (tech 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, mending, on/off
1st-level: decryption program, energy shield, holographic disguise, repair droid, tracer bolt

Actions

Hold-Out. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) energy damage.



Taozin

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 5 (-3) 16 (+3) 3 (-4) 14 (+2) 12 (+1)

  • Saving Throws Str +5
  • Damage Resistances energy
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 60 ft., passive Perception 12
  • Challenge 8 (3,900 XP)

Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.

Force Invisibility. The taozin is undeetectable by force powers or force effects, and can't be seen through force sight.

Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.

Transparent Trap. The taozin maintains a series of invisible snare-like lines of web. A successful DC 13 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.

Actions

Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage plus 3 (1d6) acid damage.

Coils. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 13 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 13). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 22 (5d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 13 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.

Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 13 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.



Taozin, Ancient

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 247 (17d20 + 68)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 18 (+4) 3 (-4) 17 (+3) 12 (+1)

  • Saving Throws Str +8, Wis +8, Cha +6
  • Damage Resistances energy
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 60 ft., passive Perception 12
  • Challenge 15 (13,000 XP)

Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.

Force Invisibility. The taozin is undeetectable by force powers or force effects, and cannot be seen through force sight.

Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.

Transparent Trap. The taozin maintains a series of invisible snare-like lines of web. A successful DC 16 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 18). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.

Actions

Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8+3) kinetic damage plus 7 (2d6) acid damage.

Coils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 27 (6d8) acid damage, and the target creature must make a successful DC 16 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 16). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 45 (10d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 16 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.

Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 16 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.


Tauntaun

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 15 (2d10 + 4)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)

  • Damage Resistances cold
  • Senses passive Perception 9
  • Challenge 1/8 (25 XP)

Actions

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


Terentatek

Large aberration (sithspawn), chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 3 (-4) 8 (-1) 11 (+0)

  • Skills Athletics +8, Perception +3
  • Damage Resistances ion; kinetic and energy; damage dealt by force powers
  • Condition Immunities charmed, frightened, prone
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands Sith but can't speak it
  • Challenge 10 (5,900 XP)

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

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

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.

Actions

Multiattack. The terentatek makes three attacks: one with its tusks and two with its claws.

Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8+4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (3d6+4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.

Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 11 (2d6+4) kinetic damage.


Terentatek Mauler

Large aberration (sithspawn), chaotic dark


  • Armor Class 17 (natural armor)
  • Hit Points 200 (21d10 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 3 (-4) 8 (-1) 11 (+0)

  • Skills Athletics +9, Perception +4
  • Damage Resistances ion; kinetic and energy; damage dealt by force powers
  • Condition Immunities charmed, frightened, prone
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Sith but can't speak it
  • Challenge 14 (11,500 XP)

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Improved Force Resistance. The terentatek has advantage on saving throws against force powers and other effects. Additionally, any creature that makes a force attack against the terentatek has disadvantage on the attack roll.

Regeneration. The terentatek regenerates 10 hit points at the start of its turn. If the terentatek takes necrotic or lightning damage, this trait doesn't function at the start of the terentatek's next turn. The terentatek dies only if it starts its turn with 0 hit points and doesn't regenerate.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.

Actions

Multiattack. The terentatek makes three attacks: one with its tusks and two with its claws.

Tusks. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 26 (5d8+4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (5d6+4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one creature. Hit: 18 (4d6+4) kinetic damage.



Thevaxan Marauder

Gargantuan beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 231 (14d20 + 84)
  • Speed 60 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 9 (-1) 22 (+6) 2 (-4) 11 (+0) 10 (+0)

  • Skills Perception +5
  • Senses passive Perception 15
  • Challenge 15 (13,000 XP)

Siege Monster. The thevaxan marauder deals double damage to objects and structures.

Actions

Multiattack. The marauder makes one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 34 (4d12+8) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the thevaxan marauder moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the thevaxan marauder can’t bite another target.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 22 (4d6+8) kinetic damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit 21 (3d8+8) kinetic damage.

Frightening Presence. Each creature of the thevaxan marauder’s choice that is within 120 feet of the marauder and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the marauder’s Frightful Presence for the next 24 hours.

Legendary Actions

The thevaxan marauder 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 thevaxan marauder regains spent legendary actions at the start of its turn.

Move. The marauder moves up to half its speed.

Roar. The marauder uses its frightful presence.

Tail Attack (Costs 2 Actions). The marauder makes one tail attack.


Trandoshan Elite Warrior

Medium humanoid (trandoshan), any dark


  • Armor Class 15 (fiber armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 13 (+1)

  • Saving Throws Str +7, Wis +5
  • Skills Athletics +7, Intimidation +4, Perception +5, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, Dosh
  • Challenge 6 (2,300 XP)

Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).

Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Rampage. When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a melee weapon attack.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The trandoshan makes three attacks with its greatsword or slugthrower.

Slugthrower. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Trandoshan Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) kinetic damage.

Burst. The trandoshan sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8+3) kinetic damage on a failed save, or half as much on a successful one.

Reactions

Parry. The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.


Trandoshan Hunter

Medium humanoid (trandoshan), any dark


  • Armor Class 15 (combat suit)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 13 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Str +5, Wis +4
  • Skills Athletics +5, Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Dosh
  • Challenge 4 (1,100 XP)

Hunter's Eye (3/Day). As a bonus action on its turn, the trandoshan can add a d10 to the next attack roll or damage roll it makes with a ranged weapon.

Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).

Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The trandoshan makes two ranged weapon attacks.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

Trandoshan Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.


Trandoshan Huntmaster

Medium humanoid (trandoshan), any dark


  • Armor Class 16 (fiber armor and medium shield)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 15 (+2)

  • Saving Throws Str +7, Wis +6
  • Skills Athletics +7, Intimidation +5, Perception +6, Persuasion +5, Stealth +5, Survival +6
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Galactic Basic, Dosh
  • Challenge 8 (3,900 XP)

Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).

Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

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

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The trandoshan makes three weapon melee weapon attacks. Alternatively, it can make two ranged weapon attack with its javelin.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Leadership (1/Day). For 1 minute, the huntmaster can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the huntmaster. A creature can benefit from only one Leadership die at a time. This effect ends if the huntmaster is incapacitated.

Reactions

Parry. The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.



Trandoshan T'Doshok

Medium humanoid (trandoshan), any dark


  • Armor Class 17 (assault armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 19 (+4) 13 (+1) 16 (+3) 13 (+1)

  • Saving Throws Str +11, Con +9, Wis +8
  • Skills Athletics +11, Intimidation +6, Perception +8, Piloting +6, Stealth +9, Survival +8, Technology +6
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Galactic Basic, Dosh
  • Challenge 16 (15,000 XP)

Cunning Action. On each of its turns, the trandoshan can use a bonus action to take the Dash, Disengage, or Hide action.

Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).

Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Legendary Resistance (3/Day). If the trandoshan fails a saving throw, it can choose to succeed instead.

Mortar Gun. As a bonus action, the trandoshan can switch the firing mode of its mortar gun between a blaster and a grenade launcher.

Precision Shot (2/Day). The trandoshan can choose to roll its next ranged attack roll with advantage.

Sharpshooter Mastery. The trandoshan’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on its ranged weapon attack rolls.

Regeneration. The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The trandoshan makes three claw attacks. Alternatively, it can make two ranged attacks with its mortar gun (blaster form only).

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage.

Mortar Gun (Blaster Form). Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 10 (1d12+4) kinetic damage.

Mortar Gun (Grenade Launcher Form). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 9 (1d10+4) kinetic damage. Hit or miss, the target and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.

Dioxus Grenade (Recharge 5-6). The trandoshan throws a dioxus grenade at a point it can see within 45 feet. The grenade explodes on contact in a 15-foot sphere, releasing a cloud of poisonous fog. The fog lasts 1 round and the area is heavily obscured. When a creature enters the area for the first time or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.

Reactions

Dioxus Escape. As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if its Dioxus Grenade is available, the trandoshan can choose to drop a grenade in the space it was before its movement. The dioxus grenade detonates after the trandoshan has completed its movement.

Legendary Actions

The Trandoshan T'doshok 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 Trandoshan T'doshok regains spent legendary actions at the start of their turn.

Heavy Fire. The trandoshan makes one mortar gun attack.

Move. The trandoshan can move up to its speed without provoking opportunity attacks.

Dioxus Grenade (Costs 2 Actions). The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.


Trandoshan Warrior

Medium humanoid (trandoshan), any dark


  • Armor Class 14 (mesh armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 9 (-1)

  • Saving Throws Str +5, Wis +3
  • Skills Athletics +5, Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, Dosh
  • Challenge 2 (450 XP)

Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).

Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.

Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The trandoshan makes two melee weapon attacks.

Trandoshan Double-Bladed Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.


Tree

Large plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 66 (7d10 + 28)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 18 (+4) 10 (+0) 10 (+0) 7 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances kinetic
  • Condition Immunities blinded, charmed, deafened, frightened, prone
  • Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
  • Challenge 3 (700 XP)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) kinetic damage.


Trooper

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 1/4 (50 XP)

Actions

Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) energy damage.

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


Trooper, Captain

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 90 (10d8 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 9 (-1) 14 (+2) 15 (+2)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 4 (1,100 XP)

Brave. The trooper has advantage on saving throws against being frightened.

Actions

Multiattack. The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8+4) energy damage.

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

Fragmentation Grenade (3/Day). The captain throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much on a success.

Reactions

Commander's Order (1/Day). When an allied creature the captain can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.


Trooper, Demolitions

Medium humanoid (any), any alignment


  • Armor Class 16 (weave armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Explosives Style. The trooper can throw grenades as a bonus action on its turn.

Actions

Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6+2) energy damage.

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

Breaching Charge (2/Day). After spending at least 30 seconds setting a charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire damage and 10 (3d6) kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.

Fragmentation Grenade (3/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Set Mine (2/Day). After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) kinetic damage, or half as much on a successful one.


Trooper, Flame

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 9 (-1) 10 (+0) 11 (+0)

  • Skills Athletics +4
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Actions

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

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

Flamethrower. Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.


Trooper, Headhunter

Medium humanoid (any), any alignment


  • Armor Class 14 (combat suit)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 10 (+0)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, any one other language
  • Challenge 3 (700 XP)

Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). Once per turn, the trooper can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trooper that isn’t incapacitated.

Actions

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12+3) energy damage.

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


Trooper, Heavy

Medium humanoid (any), any alignment


  • Armor Class 17 (heavy exoskeleton)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 17 (+3) 9 (-1) 10 (+0) 10 (+0)

  • Skills Athletics +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Rock Steady. At the end of each of its turns, if the trooper moved less than half its speed, it has advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of its next turn.

Actions

Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10+3) energy damage.

Burst. The trooper sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10+3) energy damage on a failed save, or half as much on a successful one.

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


Trooper, Jump

Medium humanoid (any), any alignment


  • Armor Class 15 (fiber armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+1) 13 (+1) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.

Actions

Multiattack. The trooper makes two attacks: one with its blaster pistol and one with its wrist launcher.

Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6+3) energy damage.

Wrist Launcher. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage, and each creature within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half as much on a success.


Trooper, Mounted

Medium humanoid (any), any alignment


  • Armor Class 17 (assault armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +3
  • Condition Immunities exhaustion
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 3 (700 XP)

Charge. If the mounted trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.

Locked Saddle. The trooper cannot be knocked prone, dismounted, or moved against its will while mounted.

Mounted Warrior. While the trooper is mounted, its mount cannot be charmed or frightened.

Actions

Assault Cannon. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d10+1) energy damage.

Vibrolance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) kinetic damage.

Trample (Mounted Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Flamethrower (1/Day). Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.


Trooper, Scout

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Dex +4
  • Skills Acrobatics +4, Perception +3, Piloting +4, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The trooper makes two weapon attacks.

Hold-Out. Ranged Weapon Attack: +4 to hit, range 30/120 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.


Trooper, Shore

Medium humanoid (any), any alignment


  • Armor Class 16 (battle armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

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

  • Skills Athletics +3, Perception +2, Persuasion +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Galactic Basic, any one other language
  • Challenge 2 (450 XP)

Actions

Multiattack. The trooper makes two blaster rifle attacks or two stock strike attacks.

Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6+3) energy damage.

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

Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.


Trooper, Sniper

Medium humanoid (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 14 (+2) 13 (+1) 9 (-1)

  • Saving Throws Wis +3
  • Skills Perception +5, Piloting +4, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Galactic Basic, any one other language
  • Challenge 1/4 (50 XP)

Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Sniper Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d12+2) energy damage.

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


Trooper Squad

Gargantuan swarm of medium humanoids (any), any alignment


  • Armor Class 15 (mesh armor)
  • Hit Points 175 (13d20 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 15 (+2) 9 (-1) 11 (+0) 10 (+0)

  • Saving Throws Dex +5, Wis +3
  • Skills Perception +3
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Galactic Basic, any one other language
  • Challenge 7 (2,900 XP)

Reactive. The squad can take one reaction each turn.

Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.

Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8+3) energy damage.

Massed Fire (Recharge 5-6). The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.


Tuk'ata

Large aberration, lawful dark


  • Armor Class 14 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 4 (-3)

  • Saving Throws Wis +2
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Sith (telepathy)
  • Challenge 1 (200 XP)

Keen Hearing, Sight, and Smell. The tuk’ata has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on tuk'ata.

Telepathy. The tuk’ata can communicate telepathically with other creature within its line of sight.

Actions

Multiattack. The tuk'ata makes two attacks: one with its bite and one with either its claws or poisonous stingers.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Poisonous Stingers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned.


Tusk Cat

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 7 (-2)

  • Skills Perception +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 2 (450 XP)

Keen Sight and Smell. The tusk cat has advantage on Wisdom (Perception) checks that rely on sight and smell.

Trampling Charge. If the tusk cat moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tusk cat can make one hooves attack against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage.

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


Tusken Brute

Medium humanoid (tusken), chaotic dark


  • Armor Class 13 (fiber armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 9 (-1)

  • Skills Animal Handling +3, Survival +3
  • Senses passive Perception 11
  • Languages Tusken
  • Challenge 2 (450 XP)

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

Rampage. When the tusken reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a melee weapon attack.

Actions

Multiattack. The tusken makes two gaffi stick attacks.

Gaffi Stick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.


Tusken Chieftain

Medium humanoid (tusken), chaotic dark


  • Armor Class 16 (battle armor)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 13 (+1)

  • Saving Throws Str +6, Con +6, Wis +3
  • Skills Animal Handling +3, Intimidation +3, Perception +3, Survival +3
  • Senses passive Perception 11
  • Languages Tusken
  • Challenge 4 (1,100 XP)

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

Actions

Multiattack. The tusken makes two gaffi stick attacks.

Gaffi Stick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage.

Cycler Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 6 (1d10+1) kinetic damage.

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


Tusken Raider

Medium humanoid (tusken), chaotic dark


  • Armor Class 12 (combat suit)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 9 (-1)

  • Skills Animal Handling +2, Survival +2
  • Senses passive Perception 10
  • Languages Tusken
  • Challenge 1/2 (100 XP)

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

Actions

Gaffi Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Cycler Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 6 (1d10+1) kinetic damage.


Tusken Shaman

Medium humanoid (tusken), chaotic dark


  • Armor Class 15 (weave armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 13 (+1)

  • Saving Throws Con +5, Wis +6
  • Skills Animal Handling +6, Perception +6, Survival +6
  • Senses passive Perception 16
  • Languages Tusken
  • Challenge 4 (1,100 XP)

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

Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the shaman, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.

Field Surgeon (3/Day). When the shaman attacks a creature with a weapon attack, it can roll a d4 and add the number rolled to the attack roll. On a hit, the target takes additional damage equal to the roll. Hit or miss, the shaman can choose either itself or an ally within 15 feet of it that it can see. The creature regains hit points equal to 1 + the number rolled, and temporary hit points equal to 1 + the number rolled.

Actions

Multiattack. The Shaman makes two weapon attacks.

Gaffi Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Cycler Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Scouring Sands (Recharge 5-6). The Shaman generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) kinetic damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the shaman's next turn.


Tusken Warlord

Medium humanoid (tusken), chaotic dark


  • Armor Class 17 (fleximetal fiber armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 20 (+5) 16 (+3) 15 (+2) 13 (+1) 16 (+3)

  • Saving Throws Str +8, Int +5, Wis +4
  • Skills Acrobatics +8, Animal Handling +4, Perception +4, Survival +4
  • Condition Immunities charmed, frightened
  • Senses passive Perception 15
  • Languages Tusken
  • Challenge 6 (2,300 XP)

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

Avoidant. Attacks made against the warlord have their critical hit range reduced by 1, to a minimum of 1.

Desert Training. The warlord deals one extra die of damage with its melee weapons (included).

Tusken Fury. When the warlord is reduced to one-third of its hit point maximum (27), it goes into a furious rage. All melee attacks it makes have advantage, it deals an additional 1d6 damage with each attack, and it scores a critical hit on a roll of a 19-20. This fury lasts until the warlord is incapacitated or completes a short or long rest.

Actions

Multiattack. The warlord uses its frightening presence and then makes two gaffi stick attacks.

Gaffi Stick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Frightening Presence. Each creature of the warlord's choice that is within 120 feet of the warlord and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the warlord's Frightful Presence for the next 24 hours.


TX-225 Occupier Tank

Huge construct, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 126 (11d12 + 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 21 (+5) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Str +9, Con +8
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities blinded, charmed, disease, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
  • Senses passive Perception 10
  • Challenge 6 (2,300 XP)

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

Heavy Durasteel Armor. The outer layer of the tank is covered in heavy armor, making it difficult for smaller arms to damage it. The tank takes no damage from an attack or effect that deals less than 15 damage.

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

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

Actions

Multiattack. The tank makes two laser cannon attacks.

Laser Cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 15 (2d10+4) energy damage.

Blaster Cannon Volley (Recharge 5-6). The tank launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature of the tank's choice within 90 feet of the tank and aware of it must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tank's Frightful Presence for 24 hours. \pagebreakNum


Twirrl

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 3 (2d4 - 2)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 4 (-3) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 1/2 (100 XP)

Dive Attack. If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.

Keen Sight. The twirrl has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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


Ugnaught Boss

Small humanoid (ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 81 (18d6 + 18)
  • Speed 25 ft.

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

  • Saving Throws Con +3
  • Skills Athletics +3, Persuasion +3, Technology +1
  • Damage Resistances acid
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Bocce, Jawa, Ugnaught
  • Challenge 2 (450 XP)

Aura of Command. Friendly creatures that can see and hear the ugnaught boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the ugnaught boss is incapacitated.

Techcasting. The ugnaught boss is a 5th-level techcaster. Its techcasting ability is Intelligence (power save DC 14, +6 to hit with power attacks, 17 tech points). The ugnaught boss knows the following powers:

At-will: acid splash, cryogenic burst, mending, on/off
1st-level: flash, kolto pack, repair droid, smoke cloud
2nd-level: acid dart, lock, overheat, smuggle

Actions

Multiattack. The ugnaught boss makes two weapon attacks.

Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.

Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.


Ugnaught Rigger

Small humanoid (ugnaught), lawful dark


  • Armor Class 15 (mesh armor)
  • Hit Points 72 (16d6 + 16)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Con +3
  • Skills Athletics +3, Technology +1
  • Damage Resistances acid
  • Senses darkvision 60 ft., passive Perception 10
  • Languages ugnaught
  • Challenge 1 (200 XP)

Actions

Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) energy damage.

Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage.


Umrach

Large beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 15 (+2) 4 (-3) 13 (+1) 7 (-2)

  • Saving Throws Str +9, Dex +6, Wis +5
  • Skills Athletics +9, Perception +5, Stealth +6, Survival +5
  • Damage Resistances force
  • Condition Immunities frightened
  • Senses blindsight 60 ft., passive Perception 15
  • Challenge 9 (5,000 XP)

Ambusher. In the first round of a combat, the umrach has advantage on attack rolls against any creature it surprised.

Consume. If the umrach is grappling a creature with its tentacles, it can use a bonus action to pull the creature to within 5 feet of it and make a bite attack against the creature. If the attack is a critical hit, the umrach can roll an additional damage die and add it to the extra damage of the critical hit.

Surprise Attack. If the umrach surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The umrach makes three tentacle attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) kinetic damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained.


Uprising

Gargantuan swarm of medium humanoids, unaligned


  • Armor Class 11 (unarmored)
  • Hit Points 315 (30d20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)

  • Damage Resistances kinetic
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages any one language (usually Galactic Basic)
  • Challenge 17 (18,000 XP)

Strength in Numbers. The swarm has advantage on Strength and Constitution checks and saving throws.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The uprising makes four improvised weapon attacks.

Improvised Weapon. Melee or Ranged Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target in the swarm's space or within range. Hit: 21 (4d6+7) kinetic damage plus 14 (4d6) fire damage, or 14 (2d6+7) kinetic damage plus 7 (2d6) fire damage if the swarm has half its hit points or fewer.


Varactyl, Adolescent

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 13 (2d10 + 2)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Senses passive Perception 10
  • Challenge 2 (450 XP)

Charge. If the varactyl moves at least 20 feet toward a target and hits it with a bite attack on that turn, the target takes an extra 3 (1d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage.


Varactyl, Adult

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Challenge 2 (450 XP)

Trampling Charge. If the varactyl moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) kinetic damage.

Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage.


Veermok

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 5 (-3)

  • Saving Throws Dex +4
  • Skills Athletics +5, Stealth +6, Perception +3
  • Damage Resistances energy
  • Senses passive Perception 13
  • Challenge 2 (450 XP)

Alert. The veermok has advantage on initiative checks. Additionally, it can't be surprised.

Actions

Multiattack. The veermok makes three attacks: one with its bite and two with its claws.

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

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage, and the target is grappled (escape DC 13).

Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 10 (2d6+3) kinetic damage.



Vessel of Abeloth

Medium aberration, neutral dark


  • Armor Class 17 (unarmored)
  • Hit Points 171 (18d8 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 20 (+5)

  • Saving Throws Con +12, Wis +9, Cha +12
  • Skills Deception +12, Lore + 10, Insight +9, Perception +9, Persuasion +12
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities ion, poison; kinetic and energy from unenhanced weapons
  • Condition Immunities charmed, frightened, paralyzed, poisoned, exhaustion
  • Senses truesight 120 ft., passive Perception 19
  • Languages All registered languages, telepathy 120 ft.
  • Challenge 22 (41,000 XP)

Forcecasting. Abeloth is an 18th-level forcecaster. Her forcecasting ability is Charisma (force save DC 20, +12 to hit with force powers). Abeloth has 77 force points and knows the following force powers:

At-will: burst, feedback, force push/pull, give life, saber reflect, shock
1st-level: cloud mind, force mask, force throw, project
2nd-level: coerce mind, hallucination
3rd-level: force lightning, force repulse, knight speed, telekinetic storm
4th-level: drain life, mind trap
5th-level: dominate mind, greater feedback, siphon life
6th-level: mass coerce mind, telekinetic burst
7th-level: force project, whirlwind
8th-level: death field, earthquake, telekinetic wave
9th-level: master feedback

Legendary Resistance (3/Day). If Abeloth fails a saving throw, it can choose to succeed instead.

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

Enhanced Being. Abeloth’s weapon attacks are considered enhanced for the purposes of overcoming resistances.

Improved Power. When Abeloth rolls damage for a power, it can spend 1 additional force point to reroll up to 5 of the dice. It must use the new rolls.

Quickened Power. When Abeloth casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.

Actions

Shotosaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) energy damage.

Teleport. The vessel teleports up to 120 feet into an unoccupied space it can see.

Legendary Actions

The Vessel of Abeloth 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 Vessel of Abeloth regains spent legendary actions at the start of their turn.

At-will. The vessel casts an at-will force power.

Shotosaber. The vessel makes one attack with its shotosaber.

Teleport. The vessel uses its teleport action.

Max Damage Strategy: 264 DPR

  • Cast Telekinetic Burst round 1, 9th-level
  • Cast Death Field round 2
  • Cast Force Lightning/Repulse round 3, 7th-level
  • Burst (2 targets) for each Legendary Action

Vesuvague Tree

Large plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 164 (16d10 + 80)
  • Speed 10 ft.

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

  • Damage Vulnerabilities fire
  • Damage Resistances kinetic
  • Condition Immunities blinded, deafened, frightened, exhaustion
  • Senses blindsight 90 ft. (blind beyond this radius), passive Perception 8
  • Languages understands Galactic Basic but can't speak it
  • Challenge 6 (2,300 XP)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Multiattack. The vesuvague tree makes two constrict attacks.

Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 16).


Vesuvague Vines

Large plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 78 (12d10 + 12)
  • Speed 20 ft., climb 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 10 ()) 7 (-2) 4 (-3)

  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened, frightened, exhaustion, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Challenge 3 (700 XP)

False Appearance. While the vines remain motionless, they are indistinguishable from normal vines.

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 22 (4d8+4) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target. A grappled creature takes 4 (1d8) kinetic damage at the start of each of the vines turns.


Viper Probe Droid

Medium droid (class II), unaligned


  • Armor Class 14 (armor plating)
  • Hit Points 39 (6d8 + 12)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 17 (+3) 14 (+2) 7 (-2)

  • Skills Investigation +5, Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 1 (200 XP)

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

Keen Hearing and Sight. The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Self-Destruct. When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.

Actions

Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 7 (1d10+2) energy damage.


Vixian Mauler

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 230 (20d12 + 100)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 20 (+5) 4 (-3) 12 (+1) 7 (-2)

  • Saving Throws Con +11, Wis +7, Cha +4
  • Skills Perception +7
  • Condition Immunities blinded
  • Senses blindsight 120 ft., passive Perception 17
  • Challenge 17 (18,000 XP)

Fury. When the mauler is reduced to one quarter of its max hit points (57) it gains the following benefits: it's slam attacks deal an additional damage die of damage, it becomes immune to the charmed and frightened conditions and ends any such effects currently on it, and gains 30 temporary hit points.

Siege Monster. The vixian mauler deals double damage to objects and structures.

Actions

Multiattack. The vixian mauler uses its Frightening Roar, then makes three attacks with its slam.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) kinetic damage.

Fierce Swipe (Recharge 5-6). The mauler swipes with its claw with force-enhanced power, affecting a 30-foot cone. Each creature in the area that can cast force powers must make a DC 18 Wisdom or Charisma saving throw (their choice) or be silenced until the end of the mauler's next turn. A silenced creature is unable to cast force powers, and any attempt results in the power failing. Additionally, creatures within 10 feet of the mauler must make a DC 18 Dexterity saving throw or take 16 (2d8+7) kinetic damage.

Frightening Roar. Each creature of the Vixian Mauler’s choice that is within 120 feet of the mauler and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the mauler’s Frightful Roar for the next 24 hours.

Legendary Actions

The Vixian Mauler 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 Vixian Mauler regains spent legendary actions at the start of its turn.

Leap. The mauler leaps up to 40 feet towards a hostile creature.

Slam. The mauler makes one slam attack.

Force Breach (Costs 2 Actions). The mauler uses its Fierce Swipe ability if it is available.


Vorantikus

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Str +10, Con +8, Wis +6
  • Skills Athletics +10
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses blindsight 20 ft., darkvision 120 ft., passive Perception 15
  • Languages understands Voss and Gormak but can't speak them
  • Challenge 11 (7,200 XP)

Keen Striking. The vorantikus scores a critical hit on a roll of 19 or 20. If at least one of the vorantikus' allies is within 5 feet of its target and the ally isn't incapacitated, the vorantikus instead scores a critical hit on a roll of 18-20.

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

Tech Resistance. The vorantikus has advantage on saving throws against tech powers and other effects.

Actions

Multiattack. The vorantikus makes three attacks: two with its claws and one with its slam.

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

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) kinetic damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Ground Pound (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) kinetic damage. Additionally, each creature within 20 feet of the target must make a DC 18 Strength saving throw or take 13 (3d8) force damage and be knocked prone. On a successful save, a creature takes half damage and isn't knocked prone.


Vornskr

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 3 (-4) 15 (+2) 7 (-2)

  • Saving Throws Wis +4
  • Skills Perception +4, Stealth +6
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 2 (450 XP)

Force Tracking. The vornskr can sense the presence of force-sensitive creatures and force-imbued objects up to 1 mile away. It knows the general direction they’re in but not their exact locations.

Keen Smell. The vornskr has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The vornskr makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage plus 7 (2d6) poison damage. If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.


Voxyn

Large beast, chaotic balanced


  • Armor Class 17 (natural armor)
  • Hit Points 170 (20d10 + 60)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 7 (-2)

  • Skills Athletics +10, Perception +14, Stealth +13
  • Damage Resistances acid, energy, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 24
  • Languages Yuuzhan Vong
  • Challenge 13 (10,000 XP)

Actions

Multiattack. The voxyn makes two bite attacks and one tail attack.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) kinetic damage plus 13 (2d12) acid damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6+5) kinetic damage plus 21 (6d6) poison damage. The target must make on a DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.

Sonic Screech (Recharge 5-6). The Voxyn emits a sonic howl from its snout. Each creature within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10+5) sonic damage and become deafened and stunned for 1 minute. On a successful save, a creature takes half damage and isn't deafened or stunned. A creature deafened or stunned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Vrblther, Alpha

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 3 (-4) 14 (+2) 8 (-1)

  • Saving Throws Con +5
  • Skills Athletics +7, Perception +5
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge 5 (1,800 XP)

Aura of Bloodthirst. If the alpha isn't incapacitated, any other vrblther can make a melee attack as a bonus action while within 20 feet of the alpha.

Keen Sight and Smell. The vrblther has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

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

Actions

Multiattack. The alpha makes three attacks; two with its claw attack and one with its tusk attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 11 (2d6+4) kinetic damage.

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


Vrblther, Juvenile

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Athletics +4, Perception +3
  • Damage Resistances poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

Charge. If the vrblther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the vrblther can make another claw attack against it as a bonus action.

Keen Sight and Smell. The vrblther has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

Actions

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


Vulptex

Small beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 10 (3d6)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 4 (-3) 14 (+2) 7 (-2)

  • Skills Perception +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Challenge 1/8 (25 XP)

Keen Sight and Smell. The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

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


Vulture-Class Droid

Huge droid, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 102 (12d12 + 24)
  • Speed 30 ft., climb 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 9 (-1) 15 (+2) 7 (-2)

  • Skills Perception +4
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge 3 (700 XP)

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

Fragile Flyer. The vulture droid can't use its fly speed if it has half its hit points or fewer.

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

Actions

Multiattack. The droid makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Proton Torpedo (2/Day). Ranged Weapon Attack: +3 to hit, range 300/600 ft., one target. Hit: 10 (2d8+1) kinetic damage. Hit or miss, the target and each creature within 15 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.


Wampa, Cliff

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 5 (-3) 13 (+1) 12 (+1)

  • Saving Throws Con +7
  • Skills Athletics +8, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.

Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.

Stone Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The wampa makes two attacks: one with its claw and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage. The target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

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

Throw Boulder. Ranged Weapon Attack: +8 to hit, range 30/60, one target. Hit: 18 (2d12+5) kinetic damage. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.

REACTIONS

Revenge. When a wampa is dealt 15 damage or more by a single attack and survives, it can make a claw attack against the attacker.


Wampa, Snow

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 11 (+0)

  • Saving Throws Con +5
  • Skills Athletics +6, Perception +3, Stealth +3
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 3 (700 XP)

Fear of Fire. If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks it makes until the end of its next turn.

Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.

Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.

Snow Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The wampa makes two attacks: one with its claw and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +6 to hit, range 30/60, one target. Hit: 17 (2d12+4) kinetic damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.

REACTIONS

Revenge. When a wampa is dealt 10 damage or more by a single attack and survives, it can make a claw attack against the attacker.


Wampa, Swamp

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 5 (-3) 10 (+0) 11 (+0)

  • Saving Throws Con +6
  • Skills Athletics +6, Perception +2, Stealth +2
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 4 (1,100 XP)

Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.

Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.

Stench. Any creature other than a wampa that starts its turn within 10 feet of the wampa must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any wampa for 1 hour.

Swamp Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.

Actions

Multiattack. The wampa makes two attacks: one with its claw and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the wampa can't bite another target.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Throw Boulder. Ranged Weapon Attack: +6 to hit, range 30/60, one target. Hit: 17 (2d12+4) kinetic damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.

REACTIONS

Revenge. When a wampa is dealt 12 damage or more by a single attack and survives, it can make a claw attack against the attacker.



War Wyrm

Gargantuan aberration (sithspawn), chaotic dark


  • Armor Class 19 (natural armor)
  • Hit Points 261 (18d20 + 72)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 8 (-1)

  • Saving Throws Con +10, Wis +6
  • Skills Athletics +13
  • Damage Resistances kinetic and energy
  • Senses blindsight 30 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages understand Sith but can't speak it
  • Challenge 18 (20,000)

Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.

Gargantuan Strength. The wyrm's melee weapon attacks are considered enhanced.

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

Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war wyrms.

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

Actions

Multiattack. The wyrm makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 21 (6d6) acid damage at the start of each of the wyrm's turns. If the wyrm takes 30 damage or more on a single turn from a creature inside it, the wyrm 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 wyrm. If the wyrm 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. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) kinetic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary Actions

The wyrm 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 wyrm regains spent legendary actions at the start of its turn.

Cloud of Dust. The wyrm lashes out and scatters dust in the air around itself. Each creature within 10 feet of the wyrm must succeed on a DC 15 Constitution saving throw or be blinded until the end of the wyrm's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the wyrm's next turn.

Move. The wyrm moves up to its speed.

Tail Thrash (Costs 2 Actions). The wyrm makes two tail attacks.


Whisper Bird

Tiny beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Stealth +5
  • Senses passive Perception 11
  • Challenge 0 (10 XP)

Flyby. The whisper bird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Keen Sight. The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.


Woodoo

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Damage Resistances poison, sonic
  • Condition Immunities deafened, poison
  • Senses passive Perception 11
  • Challenge 3 (700 XP)

Charge. If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The woodoo makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) kinetic damage.

Shriek (Recharge 6). The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. An affected creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half damage and isn't deafened.


Wookiee Berserker

Medium humanoid (wookiee), any alignment


  • Armor Class 14 (unarmored)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0)

  • Saving Throws Str +5
  • Skills Athletics +5, Intimidation +4
  • Damage Resistances kinetic and energy
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Shyriiwook, understands Galactic Basic but can't speak it
  • Challenge 2 (450 XP)

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

Reckless. At the start of its turn, the wookiee 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: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) kinetic damage.

Reactions

Blood Rage. When a creature within 5 feet of the wookiee hits it with an attack, the wookiee can immediately make a melee weapon attack with advantage against that creature.


Wookiee Engineer

Medium humanoid (wookiee), any alignment


  • Armor Class 15 (unarmored)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 9 (-1)

  • Skills Perception +3, Stealth +4, Technology +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Shyriiwook, understands Galactic Basic but can't speak it
  • Challenge 3 (700 XP)

Shadowlands Traning. The wookiee deals one extra die of damage with its weapons (included).

Surprise Attack. If the wookiee surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Techcasting. The wookiee engineer is a 5th-level techcaster (tech save DC 13, +5 to hit with tech attacks). The wookiee engineer has 23 tech points and knows the following tech powers:

At-will: electrical burst, mending, on/off
1st-level: element of surprise, kolto pack, repair droid
2nd-level: hold droid, overheat
3rd-level: enhance weapon, fabricate trap

Actions

Multiattack. The wookiee engineer makes two melee attacks.

Vibromace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) kinetic damage.


Wookiee Hunter

Medium humanoid (wookiee), any alignment


  • Armor Class 17 (unarmored)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 14 (+2) 11 (+0) 15 (+2) 10 (+0)

  • Saving Throws Dex +7
  • Skills Athletics +7, Perception +5, Stealth +10, Survival +8
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Shyriiwook, understands Galactic Basic but can't speak it
  • Challenge 5 (1,800 XP)

Assassinate. During its first turn, the wookiee has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the wookiee scores against a surprised creature is a critical hit.

Keen Striking. The wookiee scores a critical hit on a roll of 19 or 20. If at least one of the wookiee's allies is within 5 feet of its target and the ally isn't incapacitated, the wookiee instead scores a critical hit on a roll of 18-20.

Shadowlands Traning. The wookiee deals one extra die of damage with its weapons (included).

Actions

Multiattack. The wookiee makes either two melee weapon attacks or two ranged weapon attacks.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage or 15 (2d10+4) kinetic damage if wielded with two hands.

Bowcaster. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 15 (2d10+4) energy damage.

Bowcaster Burst (Recharge 5-6). The wookiee sprays a 10-foot cube area within 40 feet that it can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15 (2d10+4) energy damage on a failed save.


Worrt

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 2 (-4) 13 (+1) 3 (-4)

  • Skills Perception +3, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 30 ft., passive Perception 13
  • Challenge 1 (200 XP)

Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.


Worrt, Giant

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 3 (-4) 14 (+2) 3 (-4)

  • Skills Perception +4, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 12 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.

Swallow. The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.


Wraid

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 17 (+3) 4 (-3) 10 (+0) 8 (-1)

  • Skills Athletics +5
  • Senses blindsight 30 ft., passive Perception 10
  • Challenge 2 (450 XP)

Charge. If the wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (1d8) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack The wraid makes two attacks: one with its ram and one with its claws.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) kinetic damage.


Wyyyschokk

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 5 (-3) 13 (+1) 4 (-3)

  • Saving Throws Dex +5, Wis +3
  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
  • Challenge 4 (1,100 XP)

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

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

Web Sense. While in contact with a web, the wyyyschokk knows the exact location of any other creature in contact with the same web.

Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).


Wyyyschokk, Albino

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 144 (17d10 + 51)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 17 (+3) 5 (-3) 14 (+2) 4 (-3)

  • Saving Throws Dex +8, Wis +6
  • Skills Stealth +12
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Challenge 9 (5,000 XP)

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

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

Web Sense. While in contact with a web, the wyyyschokk knows the exact location of any other creature in contact with the same web.

Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.

Actions

Multiattack. The wyyyschokk makes two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).

Venom Spit (Recharge 6). The target must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at the end each of its turns, ending the effect on itself on a success.


Ysalamir

Tiny beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 15 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

  • Senses darkvision 30 ft., passive Perception 9
  • Challenge 0 (10 XP)

Force Nullify. The ysalamir create a 10-foot radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each ysalamir standing inside it.

Actions

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


Ysalamiri Swarm

Large swarm of tiny beasts, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 33 (6d10)
  • Speed 15 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 9
  • Challenge 1 (200 XP)

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

Force Nullify. The swarm creates a 150-foot radius bubble that neutralizes the presence of the force, or a 75-foot radius bubble if the swarm has half its hit points or fewer.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 15 (6d4) kinetic damage, or 7 (3d4) kinetic damage if the swarm has half of its hit points or fewer.


Z-58 Series Security Droid

Tiny droid (tracker), unaligned


  • Armor Class 11 (armor plating)
  • Hit Points 2 (1d4)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 0 (10 XP)

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

Interfaced Assistance Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it has advantage on an ability check or attack roll as a result of the droid's Help action, it can reroll one of the dice once.

Security Protocols. The droid is proficient with Security Kits and Slicer Kits.

Actions

Shockprod. +3: Melee Weapon Attack to hit, reach 5 ft., one target. Hit: 1 lightning damage.

Sentry (1/Day). The droid can enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid. The Security Droid must remain within 60 feet of the warded location or the ability ends.


Zakkeg

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 18 (+4) 2 (-4) 11 (+0) 4 (-3)

  • Saving Throws Str +8, Con +7
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses passive Perception 10
  • Challenge 7 (2,900 XP)

Blood Frenzy. The zakkeg has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Smell. The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.

Spiked Shell. Any creature that hits the zakkeg with a melee weapon attack while within 5 feet of it takes 4 (1d8) kinetic damage.

Actions

Multiattack. The zakkeg makes two attacks with its claws and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

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


Zalaaca

Large beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Survival +3
  • Senses darkvision 120 ft., passive Perception 13
  • Challenge 2 (450 XP)

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

Keen Sight. The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The zalaaca makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) kinetic damage.

 

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