Sith Witchling
The Sith Witchling is an experimental Sithspawn created through an unholy union between Sith Alchemy and Nightsister Magick during the Golden Age of the Old Republic. Rumored to be the brainchild of a Nightsister Sith Witch guided by the spirit of Sorzus Syn, the Sith Witchlings unlike other Sithspawn are cunning and intelligent hunters who serve their master's will as infiltrators and assassins. They have been designed to be highly efficient predators that can act autonomously for extremely long periods of time while remaining deep undercover amongst the other sentient races in the galaxy, sowing mistrust and chaos while quietly doing away with anyone that learn their true nature at their master's whims.
Sinister Imitators Like other changlings in the galaxy such as the Clawdites and the Shi'ido, the Witchlings are masters of deception and impersonation allowing them to take the place of any humanoid individual down to their personality, the way they talked, and even the way they walked. They utilize their shape-shifting abilities in combat when needed such as transforming their clawed hands into hooks, flails, and potentially any other kind of weapon they can imagine. They completed the imperfections of their disguises with help from minor Magick illusions, making them in some ways superior to other changelings in the galaxy.
Shadow Enforcers Along with their shape-shifting abilities, the Witchlings have an exceptional connection to the dark side of the force, enhanced by the Nightsister Magick that binds their very existence. They are capable of emitting their own aura of darkness when in their true form allowing them to entrap and torment their victims before coming in for the kill. Within their shadow fields they can become one with it and summon their own construct copies of their targets should they become too troublesome for the Sithspawn to deal with by themselves. Even if their prey overcomes and even kills a Witchling, they completely disintegrate leaving no evidence of their existence, even on electronic devices making them literal anomalies. While their main purpose is to create subterfuge, they make ferocious tomb guardians for important Sith tombs that contain relics such as crystals and holocrons.
Perfect Organisms Upon their creations, the Sith Witchlings are some of the most unique and intelligent creations of the dark side. While fully capable by themselves the Witchlings prefer to torment their prey, seeming to play with them only utilizing their full abilities when absolutely necessary. This shows a disturbing layer of sentience that other Sithspawn rarely show, for they are fully capable of careful and strategic planning even without the guidance of their masters. It is even possible for them to establish criminal organizations or even potentially become ordinary citizens in the galaxy, only attacking in self defense once their true nature is revealed. Though due to their origins, there are very few of them. At the very most ten of them can exist at one time.
Throughout my career, I've had my fair share of dangerous encounters. Assassin Droids, Flesh Raiders, a rogue Jedi or two. Hell, I helped kill a Hutt and lived to tell the tale. But nothing could've prepared me for the horrors that awaited us in that accursed Sith Tomb. Let me tell you, there are two things that have ever made me turn tail and run. An adult Rancor, and this, thing. With a Rancor at least you know what you are getting into, but with this? I cannot predict what it will do once I'm in its veil of darkness. It's the unknown that commands the greatest fear.
— Mythric, Falleen Mercenary
Sith Witchling
Medium aberration, neutral evil
- Armor Class 15 (natural armor)
- Hit Points 200 (30d8+60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12(+1) 18(+4) 15(+2) 15(+2) 14(+2) 20(+5)
- Skills Athletics +4, Stealth +7, Perception +5, Deception +11, Performance +8
- Damage Vulnerabilities Fire
- Damage Resistances Nercotic, Poison, Psychic
- Condition Immunities Charmed, Poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Understands and speaks the languages of any creature it impersonates
- Challenge 8 (3,900)
Traits
Eternal Darkness. While in its true form, Darkness spreads within a 150 feet radius around the Witchling. A creature with darkvision can't see through this darkness, and unenhanced light can't illuminate it, though all light sources within the surroundings will periodically produce bright red lights. All surfaces and objects within the Darkness are immune to all damage. The Darkness can only be dissipated when the Witchling has been killed.
Shapeshifter. The Witchling will only be able to shapeshift into its original host and has their memories and personality. While in their disguise they are unable to used their abilities, but can still use their host's proficiencies and weapons. Who this host is will be by the DM's discretion, and needs to be a humanoid of medium size, but they will have temporary HP of 10. They can lose their disguise with a bonus action or until their host 'dies' when their temporary hit points go to zero. They can also transform back into their disguise with a full action.
Mimicry. The Sith Witchling can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC-18 Wisdom (Insight) check.
Ambusher. The Witchling has advantage on attack rolls against any creature that has been surprised
Surprise Attack (1/Day). If the Witchling surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Spider Climb. The Witchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Magick Bounded. The Witchling along with its Darkness and Shadow Clones will not appear on electronic devices such as cameras, only appearing to the naked eye. Once it is killed the Witchling will disintegrate leaving no trace of its existence, though flesh separated from it before death won't disintegrate.
Innate Force-Casting. The Witchling can innately cast the following force powers (force save DC 16): Affect Mind, Animate Weapon, Coerce Mind (2/Day), Force Blind/Deafen, Force Blur, Force Disarm, Force Jump, Force Mask, Force Push/Pull, Fear (3/Day), Horror (1/Day)
Actions
Multiattack. The Witchling makes three attacks: three with its melee weapons of choice or one strangling tongue/whip, uses Reel, and makes one Bite Attack (Even if not recharged).
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d10+4) kinetic damage.
Hooks. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 11 (2d6+4) kinetic damage.
Whips. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 7 (2d4+4) kinetic damage, and the target is grappled (Escape DC 16). Until this grapple ends, the target is restrained.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 20 (4d6+4) kinetic damage (Recharge 6). If a creature is lowered to zero HP from this attack, it is consumed and the Witchling can make it the new host as a free action.
Strangling Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 13 (2d8+4) kinetic damage. If the target is Medium or smaller, it is grappled (Escape DC 16). Until this grapple ends, the target is restrained and the Witchling can't use the same tongue on another target. The tongue can be attacked (AC 13; 15 hit points). The tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. After destroyed the tongue can no longer be used.
Reel. The Witchling pulls a creature it has grappled toward it up to 15 ft.
Shadow Clones (2/Day). The Witchling can choose to summon (1d4) clones of any of the PCs at the DM's discretion. They would have the same stats as the original PCs, but with half their full HPs
Reactions
Shadowy Retreat. The Witchling can dissolve into the Darkness as a reaction and while in the Darkness it is invisible even by enhanced means and its movement doesn't provoke opportunity attacks. It remains in the Darkness until its next turn and can appear anywhere within the radius of it's Eternal Darkness (Recharge 6).
Favored Sith Witchling
Medium aberration, neutral evil
- Armor Class 18 (natural armor)
- Hit Points 308 (54d8+108)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12(+1) 18(+4) 15(+2) 15(+2) 14(+2) 20(+5)
- Skills Athletics +8, Stealth +14, Perception +10, Deception +22, Performance +16
- Damage Vulnerabilities Fire
- Damage Resistances Nercotic, Poison, Psychic
- Condition Immunities Charmed, Poisoned
- Senses darkvision 120 ft., passive Perception 20
- Languages Understands and speaks the languages of any creature it impersonates
- Challenge 13 (10,000)
Traits
Legendary Resistance. (3/Day). When the Favored Sith Witchling or one of it's Shadow Clones fails a saving throw, they can choose to succeed instead.
Eternal Darkness. While in its true form, Darkness spreads within a 150 feet radius around the Witchling. A creature with darkvision can't see through this darkness, and unenhanced light can't illuminate it, though all light sources within the surroundings will periodically produce bright red lights. All surfaces and objects within the Darkness are immune to all damage. The Darkness can only be dissipated when the Witchling has been killed.
Shapeshifter. The Witchling will only be able to shapeshift into its original host and has their memories and personality. While in their disguise they are unable to used their abilities, but can still use their host's proficiencies and weapons. Who this host is will be by the DM's discretion, and needs to be a humanoid of medium size, but they will have temporary HP of 10. They can lose their disguise with a bonus action or until their host 'dies' when their temporary hit points go to zero. They can also transform back into their disguise with a full action.
Mimicry. The Sith Witchling can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC-18 Wisdom (Insight) check.
Ambusher. The Witchling has advantage on attack rolls against any creature that has been surprised
Surprise Attack (1/Day). If the Witchling surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.
Spider Climb. The Witchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Magick Bounded. The Witchling along with its Darkness and Shadow Clones will not appear on electronic devices such as cameras, only appearing to the naked eye. Once it is killed the Witchling will disintegrate leaving no trace of its existence, though flesh separated from it before death won't disintegrate.
Innate Force-Casting. The Witchling can innately cast the following force powers (force save DC 16): Affect Mind, Animate Weapon, Coerce Mind (2/Day), Force Blind/Deafen, Force Blur, Force Disarm, Force Jump, Force Mask, Force Push/Pull, Fear (3/Day), Horror (1/Day), and Choke (1/Day)
Actions
Multiattack. The Witchling makes three attacks: three with its melee weapons of choice or one strangling tongue/whip, uses Reel, and makes one Bite Attack (Even if not recharged).
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 20 (2d10+10) kinetic damage.
Hooks. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 15 (2d6+10) kinetic damage.
Whips. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit 14 (2d4+10) kinetic damage, and the target is grappled (Escape DC 16). Until this grapple ends, the target is restrained.
Bone Arrows. Ranged Weapon Attack: +8 to hit, reach 30/60 ft., one target. Hit: 15 (2d6+10) kinetic damage and the target must make a DC-18 Constitution saving throw, taking 20 (2d10+10) acid damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 20 (4d6+10) kinetic damage and and the target must make a DC-18 Constitution saving throw, taking 20 (2d10+10) acid damage on a failed save, or half as much damage on a successful one (Recharge 6). If a creature is lowered to zero HP from this attack, it is consumed and the Witchling can make it the new host as a free action.
Strangling Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit 13 (2d8+10) kinetic damage. If the target is Medium or smaller, it is grappled (Escape DC 16). Until this grapple ends, the target is restrained and the Witchling can't use the same tongue on another target. The tongue can be attacked (AC 13; 15 hit points). The tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. After destroyed the tongue can no longer be used.
Reel. The Witchling pulls a creature it has grappled toward it up to 15 ft.
Shadow Clones (2/Day). The Witchling can choose to summon (1d4) clones of any of the PCs at the DM's discretion. They would have the same stats as the original PCs, but with half their full HPs
Reactions
Shadowy Retreat. The Witchling can dissolve into the Darkness as a reaction and while in the Darkness it is invisible even by enhanced means and its movement doesn't provoke opportunity attacks. It remains in the Darkness until its next turn and can appear anywhere within the radius of it's Eternal Darkness (Recharge 6).
Roleplaying as a Sith Witchling
Sith Witchlings are more complex then the usual Sithspawn and therefore have unique personalities, wants, and desires. The suggested charactristics that a Sith Witchling might possess.
Sith Witchling Personality Traits
d8 | Personality Trait |
---|---|
1 | I take the personality of the last person I consume, for it is the only connection I have to the galaxy. |
2 | I love playing with my food, watching them squirm in panic and fear. |
3 | I find hunting stimulating |
4 | I love engaging in deep thoughtful conversations of philosophy and history with another intelligent being. |
5 | I'm curious about the fears that each sentient being has and devise situations to test them. |
6 | The galaxy is a large place and I want to explore each unique culture and society. |
7 | I was left behind by my masters and have been filled with a sense of vengeance. |
8 | I'm picky with my victims, only preferring specific alien races. |
Sith Witchling Ideals
d8 | Ideals |
---|---|
1 | Change. My form and life are constantly influx, never staying to a singular identity. Change always comes naturally. (Chaotic) |
2 | Knowledge. The ability to learn and adapt is the most powerful tool of all. (Neutral) |
3 | Independence. I am always incognito given my one purpose in life, never relying on my master for I am my own master. (Chaotic) |
4 | Community. Interaction with other beings keeps me occupied. That is why I prefer to be surrounded by my minions (Lawful) |
5 | Creativity. The key to becoming a successful killing machine is to never kill your target the same way twice. (Chaotic) |
6 | Superiority. Nothing else in the universe compares to the ways of my master. (Neutral) |
7 | Obedience. Following directions is the epitome of order in this universe. (Lawful) |
8 | Might. The strong deserve to rule over the weak. (Evil) |
Sith Witchling Bonds
d8 | Bonds |
---|---|
1 | The will of my master is important over everything else. |
2 | I keep a trinket that belonged to my first victim to serve as a reminder. |
3 | I am enthralled with the culture and trappings of another race and wish to become part of it. |
4 | I spare and even defend those who could not defend themselves. |
5 | I was nearly exposed by one of my victims, and I am overly cautious never wanting to repeat the same mistake. |
6 | I wish to one day have a normal life once all of my tasks have been completed or if they master meets an untimely end. |
7 | Memories from my previous life still haunt my thoughts. |
8 | I want to be remembered for my works whether it be deeds, art, or even writings. |
Sith Witchling Flaws
d8 | Flaws |
---|---|
1 | I like taunting my victims with their own voices to inspire fear, usually resulting in angering them instead. |
2 | I am very quick to anger. |
3 | Sometimes I disobey the wishes of my master, regardless of if it's in my best interests or not. |
4 | I become obsessed with the memories of my previous victims. |
5 | I get distracted easily by art or one of equal minds. |
6 | I am terrified of being discovered by a Jedi Master and can be cowed by overt displays of their power. |
7 | I don't trust anyone. |
8 | If a victim proves too much for me, I will retreat and live to fight another day |
Sith Witchling Names
Sith Witchling Names
A Sith Witchling may have the option to create it's own name, piecing together names from the cultures of numerous alien races it has encountered over it's adventures along with some inspiration from the ancient Sith language that may provide some significance and meaning to it.
d12 | Name |
---|---|
1 | Ulitis |
2 | Nashin |
3 | Grypix |
4 | Augris |
5 | Sslyx |
6 | Culidis |
7 | Bandis |
8 | Vixyth |
9 | Nhagis |
10 | Lokaris |
11 | Dagarith |
12 | Rhinyth |