Dozus's Friends & Foes

by Dozus

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Dozus's Friends & Foes

Sanyassans

A repto-simian species originally from Sanyassa IV, Sanyassans are a primitive and brutal people with a reputation for barbarism in the galaxy. Indeed, many in the galaxy simply call them "Marauders," a by-word appropriate to their habits of crime and piracy.

Archaeology suggests that Sanyassans once had a complex civilization, but after a neighboring star went supernova, their society collapsed. By the late Republic, Sanyassan society had devolved into a barbarous feudal society, where physical strength and intimidation determined one's place in society.

Somehow over the millennia, Sanyassans made their way offworld. They often stole starships and resorted to piracy and warlordship. Most Sanyassans have a poor understanding of technology, and their tribes are often found stranded on worlds where their poor navigational skills have left them stranded.

Despite constant aggression between one another, sentientologists note that Sanyassans keep tightly-knit social relationships, hunting and fighting together. They seem happiest when collectively plotting and working together toward (often nefarious) causes.

Sanyassans are quite superstitious, attributing to magic what they cannot understand. That is not to say they lack cunning: adaptable members of the species find their way into a variety of careers in the galaxy at large. While these are often positions that work to their natural strengths, such as gang enforcers or mercenaries, some have found viable work as merchants and tradesmen.


Sanyassan Marauder

Medium humanoid (Sanyassan), chaotic dark


  • Armor Class 12 (scrap hide)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 12 (+1) 8 (–1) 11 (+0) 8 (–1)

  • Senses passive Perception 10
  • Languages Sanyassan, Galactic Basic
  • Challenge 1/8 (25 XP)

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

Actions

Vibrospear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack.

Blaster pistol. Ranged Weapon Attack: +2 to hit, range 40/160. Hit: 1d6 energy damage.


Sanyassan Soldier

Medium humanoid (Sanyassan), balanced dark


  • Armor Class 15 (heavy scrap)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 8 (–1) 9 (–1) 10 (+0)

  • Skills Perception +1
  • Damage Resistances psychic
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

Dark Resistance. The Sanyassan is wearing a Bogan amulet that grants resistance to psychic damage.

Aggression. If the Sanyassan is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all Sanyassans within 30 feet. Any Sanyassan that benefits from this trait has an advantage on its next attack roll.

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

Actions

Multiattack. The Sanyassan soldier makes two melee weapon attacks.

Vibrospear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 5 (1d6 + 2) kinetic damage in melee, or 5 (1d6 + 2) kinetic damage at range.

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


Sanyassan Shaman

Medium humanoid (Sanyassan), lawful dark


  • Armor Class 15 (scrap plate)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.

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

  • Skills Lorte +2, Medicine +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

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

Forcecasting. The shaman is a 3rd-level Forcecaster. The shaman's Forcecasting ability is Charisma (spell save DC 12, +4 to hit with Force attacks, 5 Force points). The shaman knows the following powers:

At will: saber throw, force push/pull, slow, enfeeble
1st level: phasestrike, burst of speed, dark side tendrils
2nd level: drain vitality

Actions

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


Sanyassan King

Medium humanoid (Sanyassan), neutral dark


  • Armor Class 15 (polished scrap armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

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

  • Saving Throws Con +4, Wis +2
  • Skills Perception +2, Intimidation +4, Survival +2
  • Condition Immunities frightened
  • Senses passive Perception 12
  • Languages Galactic Basic, Sanyassan
  • Challenge 4 (1100 XP)

Skewer. Once per turn, when the Sanyassan makes a melee attack with its jagged vibroblade and hits, the target takes an extra 10 (3d6) damage, and the Sanyassan gains temporary hit points equal to the extra damage dealt.

Battle Cry. Each creature of the king's choice that is within 60 feet of it, can hear it, and is not already affected by the Battle Cry gain advantage on attack rolls until the start of the creature's next turn. The creature can then make one attack as a bonus action.

Actions

Multiattack. The Sanyassan king makes two weapon attacks.

Jagged vibroblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, or 8 (1d10 + 3) kinetic damage if used with two hands to make a melee attack. Before making an attack, the king can choose to suffer a penalty of 1 to the attack roll. If the attack hits, add 1 to the damage roll. When the vibroblade deals the maximum roll on its weapon die, add 1 to the damage roll.

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

Gangsters


Goon

Medium humanoid, any unlawful


  • Armor Class 15 (fiber 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, Intimidation +3
  • Senses passive Perception 12
  • Languages Galactic Basic, One other
  • Challenge 1 (200 XP)

Actions

Multiattack. The goon makes two slugpistol or vibroknuckler attacks.

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

Vibroknuckler. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.

Burst Fire (2/day). The goon targets one creature. The target must make a DC 13 Dexterity saving throw. On a failed save, the target takes 2d6 + 3 damage. If the target is beyond 60 feet but within 240 feet, it has advantage on the save.


Gang enforcer

Medium humanoid, any unlawful


  • Armor Class 15 (fiber armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

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

  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4, Intimidation +4
  • Senses passive Perception 10
  • Languages Galactic Basic, Two others
  • Challenge 3 (700 XP)

Martial Advantage. Once per turn, the enforcer 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 enforcer that isn't incapacitated.

Actions

Multiattack. The enforcer makes two melee attacks with its vibrocutter, or two ranged attacks with its blaster pistol.

Vibrocutter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. Whenever the heavy deals damage with the vibrocutter and rolls the maximum on a weapon damage die, it deals an extra 1 kinetic damage.

Blaster pistol. Ranged Weapon Attack: +5 to hit, range 40/60, one target. Hit: 7 (1d6 + 3) energy damage.

Reactions

Parry. The enforcer adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Leadership. For 1 minute, the enforcer can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the enforcer. A creature can benefit from only one Leadership die at a time. This effect ends if the enforcer is incapacitated.

Hired Help


Guard

Medium humanoid, any alignment


  • Armor Class 16 (composite armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Galactic Basic
  • Challenge 1/8 (25 XP)

Actions

Vibrospear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage in melee, or 4 (1d6 + 1) kinetic damage at range, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack.


Spacer

Medium humanoid, any alignment


  • Armor Class 15 (fiber armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Dex +5, Wis +3
  • Skills Perception +3, Pilot +2
  • Senses passive Perception 13
  • Languages Galactic Basic, One other
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The spacer heavy makes two melee attacks with its vibrorapier, or two ranged attacks with its blaster pistol.

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

Light blaster pistol. Ranged Weapon Attack: +5 to hit, range 40/60, one target. Hit: 5 (1d4 + 3) energy damage.

Reactions

Evasive. When the spacer misses with an attack, it can move up to 5 feet without provoking attacks of opportunity.


Poacher

Medium humanoid, any Chaotic


  • Armor Class 12 (unarmored)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

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

  • Skills Perception +4, Nature +5, Stealth +4
  • Senses passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 1 (200 XP)

Sneak Attack (1/Turn). The poacher 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 poacher that isn't incapacitated and the poacher doesn't have disadvantage on the attack roll.

Techcasting. The poacher is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks, 4 tech points). The poacher knows the following tech powers:

At will: electroshock, poison spray, phermone burst, wire line
1st level: alarm, tracer bolt

Actions

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

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



Safari Guide

Medium humanoid, lawful balanced


  • Armor Class 13 (combat suit)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft.

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

  • Skills Animal Handling +4, Nature +3, Survival +4
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 1/4 (50 XP)

Techcasting. The safari guide is a 2nd-level techcaster. The safari guide's techcasting ability is Intelligence (Tech save DC 11, +3 to hit with Tech attacks, 6 tech points). The safari guide knows the following tech powers:

At will: mending, mobile lights, temporary boost
1st level: bacta pack, preparedness, tactical barrier

Alert. The safari guide can’t be surprised while conscious. Other creatures don’t gain advantage on attack rolls against the safari guide as a result of being hidden from it.

Actions

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

Electroprod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) lightning damage On hit, target makes a DC 13 Dexterity saving throw. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.

Soldiers

Hazard Trooper

A specialized type of stormtroopers developed in the late Galactic Empire, hazard troopers are some of the Empire's most durable soldiers. They wear a very heavy suit of body armor that offers complete immunity to temperature extremes, immunity to acidic damage, as well as invulnerability to small-arms fire. Their air supply lasts for three days, and is also a functioning space suit which could keep the wearer alive in a vacuum or underwater environment. Stormtroopers selected for hazard duty were required to undergo cyborg limb replacement to supply them with the necessary strength and stamina to operate their armor for extended missions.


Hazard Trooper

Large humanoid, any lawful


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 95 (10d10 + 40)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 8 (–1)

  • Saving Throws Str +9, Con +8
  • Skills Athletics +9
  • Damage Vulnerabilities ion, lightning
  • Damage Resistances energy and kinetic from unenhanced weapons
  • Damage Immunities acid, fire, cold, poison, sonic
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Galactic Basic
  • Challenge 7 (2900 XP)

Impermeable Armor. The hazard trooper's armor is hermetically sealed and immune to any effects that require it to breathe.

Powered Armor. The hazard trooper has advantage on Strength saving throws and Strength (Athletics) checks to force it to move.

Motion Tracker. The hazard trooper's motion tracker can sense the presence and location of moving creatures up to 80 feet away regardless of interposing barriers.

Actions

Multiattack. The hazard trooper makes two Slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.

Concussion Rifle Blast. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) energy damage and each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 1d4 Energy damage on failure, or no damage on success.

Concussion Rifle Shot. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) energy damage plus 4 (1d8) energy damage and each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 1d2 Energy damage on failure, or no damage on success.

Magma Troopers

Special training and equipment is required for soldiers to work in volcanic environments. While they commonly are equipped with standard weapons, their armor is necessarily constructed to keep them safe from the hazards of volcanic activity, with specialized breath tanks to filter toxic fumes, liquid cooling systems, and heat-resistant plating that can withstand even flowing lava. Some are also equipped with weaponry designed to target the weak points of native creatures, especially those sensitive to cold.


Magma Trooper

Medium humanoid, any lawful


  • Armor Class 15 (mesh armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Galactic Basic
  • Challenge 1 (200 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.


Magma Trooper, Cryo Projector

Medium humanoid, any lawful


  • Armor Class 15 (mesh armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.

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

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Galactic Basic
  • 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.

Cryo Projector. Each creature in a line 15 feet long and 5 feet wide or in a 15-foot cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and gains 1 slowed level until the end of your next turn. On a successful save, a creature takes half damage and isn’t slowed. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite for 1 hour.


Magma Trooper Captain

Medium humanoid, any lawful


  • Armor Class 16 (battle armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

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

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages Galactic Basic, one other
  • Challenge 4 (1100 XP)

Brave. The magma trooper captain has advantage on saving throws against being frightened.

Actions

Multiattack. The captain makes two blaster rifle attacks and throws a cryo grenade, if available.

Heavy Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (2d4 + 4) energy damage.

Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.

Cryo Grenade (3/day). The captain throws a cryo grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 cold damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature gains 1 slowed level for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect 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.

Beasts


Kinrath

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 2 (–4) 11 (+0) 4 (–3)

  • Skills Stealth +6
  • Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

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

Web Walker. the kinrath ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed saving throw or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target us 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 creature. 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).


Kinrath Matriarch

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

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

  • Skills Stealth +7
  • Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 11
  • Languages -
  • Challenge 5 (1800 XP)

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

Web Walker. The kinrath matriarch ignores movement restrictions caused by webbing.

Arachnid Queen. The kinrath matriarch may use a bonus action to call her allies towards her. The kinrath matriarch chooses up to 5 friendly creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed saving throw or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target us 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 creature. 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).

Trompa

The massive trompa is a bipedal, 3-meter-tall predator mostly found on heavily forested worlds. The trompa is covered in shaggy fur, but generally acclimates to moderate climates. Its heavily muscled arms hang almost to its knees, ending in razor-sharp claws a third of a meter long. Large horns growing from its head curve down and jut out near its chin. A trompa's thick, shaggy coat of hair is generally blue, brown, or green. Trompas closely resemble wampas in both name and physiology, and most xenobiologists speculate that the two species are cousins. They are highly prized by crime lords as monstrous pets and gladiatorial challengers.


Trompa

Large beast, unaligned


  • Armor Class 12
  • 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)

  • Skills Perception +3, Stealth +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Fear of Fire. If the trompa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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

Forest Camouflage. The trompa has advantage on Dexterity (Stealth) checks made to hide in forested terrain.

Arboreal. The trompa has a climb speed of 30 ft.


Actions

Multiattack. The trompa makes two attacks, one with its claw and one with its bite.

Claw. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) kinetic damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the trompa can't bite another target.

Ordo Moon Dragon

Indigenous to its namesake world, the Ordo moon dragon is a nocturnal reptilian creature known for its ability to consume electrical energy. On its native world, the dragon hunts small prey energized by the Ordo moon's constant lightning storms, but this opportunistic feeder will readily consume power from other sources, such as power cells or electric capacitors. While it prefers to hunt stealthily and ambush prey, it is not easily intimidated and will fight any creature that poses a threat, especially those that intrude on its underground dens.


Ordo Moon Dragon

Medium beast, unaligned


  • Armor Class 13 (hide)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (–4) 12 (+1) 8 (–1)

  • Skills Stealth +4, Perception +3
  • Damage Immunities energy, lightning
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Moon Adapted. The moon dragon can survive in environments without oxygen.

Power Hunter. The moon dragon has an advantage on Perception checks to detect electrical devices.

Actions

Multiattack. The moon dragon makes two attacks: one with its bite and one with its tail whip.

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

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

Consume Energy. As an action, the moon dragon targets a creature within 5 ft. range equipped with weapon charged with a power cell. The target must make a DC 14 Dexterity save; on failure, the weapon's power cell is drained. The moon dragon may also target a charged object not held or equipped by a creature; the object automatically fails the check and is drained of its power cell.

Brezak

Also known as Zygerrian gliding lizards, brezaks are domesticated on their native world, used as flying mounts by Zygerrian slavers. They possess strong legs which give them remarkable speed while running, allowing them to leap into strong winds and glide with their membranous wings. Surprisingly agile, they are known to sneak up on prey before pouncing with their claws forelimbs.


Brezak

Huge beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d12 + 16)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 7 (–2) 10 (+0) 6 (–2)

  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Trampling Charge. If the brezak 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 brezak can make one bite attack against it as a bonus action.

Glider. The brezak falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

Actions

Multiattack. The brezak makes two attacks, one with its bite and one with its claw.

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

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


Frog-Dog

Small beast, any alignment


  • Armor Class 14 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (–1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 14 (+2)

  • Skills Deception +4, Perception +3, Stealth +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Frog-Dog language, Galactic Basic & one other (can understand but not speak)
  • Challenge 1/8 (25 XP)

Adhesive Tongue. The frog-dog's tongue adheres to anything that touches it. A Large or smaller creature struck by the frog-dog's tongue attack is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. As a bonus action, the frog-dog can pull the adhered target 10 feet closer to itself.

Actions

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

Tongue. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.

Frog-Dog

Small and considered ugly, frog-dogs are occasionally kept as pets by sentient beings. The omnivorous reptiles have a long, sticky tongue and painful bite. A few know that frog-dogs are in fact sentient, the stealthy creatures' appearance disguising their intelligence. They act as spies and guards to faithful masters who feed them favorable meals.

Vexis

The vexis is a serpent native to the desert world Pasaana. The species burrows under the sand of Pasaana, and oils excreted from its skin harden the sand it passes through to form an ever-expanding network of tunnels. Nocturnal predators, they are usually found in their subterranean lairs, only truly dangerous when provoked.


Vexis

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 30 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 4 (–3) 13 (+1) 6 (–2)

  • Skills Stealth +5
  • Damage Resistances energy, fire
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 6 (2300 XP)

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

Light Sensitivity. While in bright light, the vexis has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

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

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

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Multiattack. The vexis makes one bite attack and one slam attack.


Sand Beast

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 6 (–2) 14 (+2) 8 (–1)

  • Skills Stealth +4, Athletics +8
  • Damage Resistances fire
  • Condition Immunities frightened
  • Senses passive Perception 12
  • Languages
  • Challenge 5 (1800 XP)

Grappler. The sand beast has advantage on attack rolls against any creature grappled by it.

Charge. If the sand beast moves at least 15 feet straight toward a target and then hits it with its claws on the same turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Ambusher. The sand beast has advantage on attack rolls against any creature it has surprised.

Sand Sleep. When the sand beast is burrowed, it has advantage on Stealth checks and is considered to have expertise in Stealth.

Actions

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

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

Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.

Multiattack. The sand beast makes two claw attacks, or a bite attack and a claw attack.

Sand Beast

A reptilian native to Tatooine, sand beasts are generally nocturnal, burying themselves just under the sand during the day to absorb heat.
However, when provoked they can
be vicious ambush predators, their
powerful legs and claws making
them formidable foes.



Nevarro Reptavian

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 10 ft., 50 ft. fly

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 6 (–2) 12 (+1) 6 (–2)

  • Skills Stealth +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 4 (1100 XP)

Flyby. The Nevarro reptavian doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Dive Attack. If the Nevarro reptavian is flying and dives at least 30 feet. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) damage to the target.

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

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage plus 3 (1d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 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 reptavian's poison for 24 hours.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.

Multiattack. The Nevarro reptavian makes one bite and one claw attack.

Nevarro Reptavian

Flying creatures from their namesake planet, Nevarro reptavians pursue their prey in flocks; predominantly nocturnal hunters, they are stealthy under the cover of darkness, and strong enough to lift a fully-grown blurrg and carry it away. They then fly their quarry back to their young for consumption. These creatures possess very large, venomous claws and massive, sharp canine teeth capable of inflicting lethal injuries. Wounds sustained from reptavian claws can measure several inches deep by as wide, leaving a row of three or four scratches. If not immediately treated, their bites and scratches were considered extreme medical emergencies, with envenomation quickly taking over the bodies of their victims, leading to eventual cardiac arrest and organ shutdown.


Anxynth

Medium plant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 6 (–2) 12 (+1) 4 (–3)

  • Skills Perception +3, Stealth +5
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses tremorsense 60 ft., blindsense 30 ft. (blind beyond this radius), passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Grasping Tendrils. The anxynth can have up to 2 tendrils at a time. Each tendril can be attacked (AC 13, 10 hit points). Destroying a tendril deals no damage to the plant, which can extrude a replacement tendril on its next turn. A tendril can be broken if a creature uses its action and succeeds on a DC 13 Strength check against it.

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

Vegetative Camouflage. The anxynth has advantage on Dexterity (Stealth) checks made to hide in foliage.

Nightmare Bloom (Recharge 4-6). If a creature is damaged by the anxynth's attacks, it must make a DC 13 Constitution saving throw. On failure, the target is poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. As a reaction on its turn, the anxynth can cause any creature poisoned in this way to be frightened until the poisoned condition is over.

Actions

Multiattack. The anxynth makes three attacks, two with its tendrils and one with its bite.

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 1) kinetic damage.

Tendril. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (1d6 + 3) kinetic damage and is grappled (escape DC 13). Until the grapple ends, the target is restrained. A tendril that is grappling a creature can pull the creature up to 20 feet straight toward it.

Anxynth

In the jungles of Lokud 7 grows the anxynth, a predatory vine known as the anxynth. The plant has evolved a toothed flower capable of making leaping bites, as well as powerful thorny tendrils to grasp prey. The thorns produce a hallucinogenic poison that disorients the anxynth's prey, causing terrifying visions that disorient the victim. For this trait, locals nickname the anxynth "nightmare bloom."

Elephoth

Elephoths are massive, quadrupedal creatures with a pair of tusks, green and thick hide, small red eyes, and two greenish trunks, covered with moss and vines. The All Terrain Armored Transports used by the Galactic Empire were described by some to bear a resemblance to steel elephoths on stilts, with laser cannons instead of tusks. Native to swampy worlds like Dagobah, they're generally docile creatures, but territorial males and protective mothers will charge any threats and interlopers.


Elephoth

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
  • Languages
  • Challenge 4 (1100 XP)

Trampling Charge. If the elephoth moves at least 20 feet straight toward a creature and then hits it with a gore 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 elephoth can make one stomp attack against it as a bonus action.

Actions

Gore. 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 prone creature. Hit: 22 (3d10 + 6) kinetic damage.

Thranta

Thrantas are a group of flying animals originally found on Alderaan. Thrantas stay aloft using airsacs in their bodies. They feed upon small flying creatures and airborne zooplankton. While there are multiple species and breeds varying in size and functions (some for personal travel, others for massive air ferries), most thrantas serve as air transport.


Thranta, common

Huge beast, unaligned


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

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

  • Senses blindsight 120 ft., passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Dive Attack. If the thranta 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 thranta can't use its blindsight while deafened.

Actions

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


Thranta, Giant

Gargantuan beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 157 (9d20 + 63)
  • Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 25 (+7) 3 (–4) 12 (+1) 5 (–3)

  • Senses blindsight 120 ft., passive Perception 11
  • Languages
  • Challenge 5 (1800 XP)

Dive Attack. If the thranta is flying and dives at least 30 feet straight toward a target and then hits it with a Bite or Tail attack, the attack deals an extra 15 (3d10) damage to the target.

Echolocation. The thranta can't use its blindsight while deafened.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) kinetic damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) kinetic damage.

Vorn Tiger

A non-sentient feline species originally native to the planet Alderaan, vorn tigers are predatory mammals distinguished by their distinctive horns and covered by a blue, sleek fur. Fierce and territorial hunters, they mark their domain by scarring the bark of trees with their horns.


Vorn tiger

Large beast, unaligned


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

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (–4) 12 (+1) 8 (–1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 1 (200 XP)

Keen Smell. The vorn tiger has advantage on Wisdom (perception) checks that rely on smell.

Pounce. If the vorn tiger 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 vorn tiger can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.

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

Rawls

A variety of serpent found on the plains of planets such as Naboo and Mandalore, rawls come in a wide variety of related species. All are venomous and considered dangerous to humanoids. The fanned rawl sports a fin running down its head and back. The powerful Teräs Käsi attack of Spitting Rawl was named after the one variety of rawl.


Rawl, fanned

Medium beast, unaligned


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

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (–4) 10 (+0) 3 (–4)

  • Skills Perception +2, Stealth +6
  • Senses blindsight 10 ft., passive Perception 12
  • Languages
  • Challenge 1/4 (50 XP)

Ambusher. The rawl has advantage on attack rolls against any creature it has surprised.


Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 14 (4d6) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.


Rawl, spitting

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 2 (–4) 10 (+0) 3 (–4)

  • Skills Perception +2, Stealth +5
  • Senses blindsight 10, passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Ambusher. The rawl has advantage on attack rolls against any creature it has surprised.

Actions

Multiattack. The spitting rawl can make two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.

Spit (Recharge 4-6). The rawl spits poison at one creature it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 14 (4d6) poison damage on failed save, or half as much damage on a successful one.


Rawl, giant

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 1 (–5) 12 (+1) 3 (–4)

  • Skills Perception +3
  • Senses blindsight 15 ft., passive Perception 13
  • Languages
  • Challenge 4 (1100 XP)

Actions

Multiattack. The giant rawl can make two bite attacks, or a bite attack and a constrict attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage plus 9 (2d8) poison damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage, , and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Ash Angel

Ash angels are large avians native to Sullust. They subsist on the harsh surface of the planet by consuming ash. Their bodies extracted nutrients from the ash, then shed the powdery residue through their skin, creating a durable mineral layer. They lack feathers like other avians, instead having short, thin strips of tissue covering their wings and back, granting them the appearance of a pile of ash, a valuable camouflage in the incinerated landscape. Chemicals in the ash also give poison their toothed beaks to keep predators at bay.
















Ash angel

Small beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 12 (+1) 2 (–4) 12 (+1) 3 (–4)

  • Skills Perception +3, Stealth +5, Survival +3
  • Damage Resistances kinetic, energy
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Ash Camouflage. The ash angel has advantage on Dexterity (Stealth) checks made to hide in volcanic terrain.

Dive Attack. If the ash angel 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 3 (1d6) kinetic damage to the target.

Flyby. The ash angel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage plus 2 (1d4) poison damage and the target must make a DC 13 Constitution save or be poisoned.

Xandank

Predatory insectoid creatures, xandanks are a common pest of Mustafar's dolovite mines. They possess both an exo- and endo-skeleton, making it very strong and extremely well armored. They are considered dangerous, hunting in packs and stomping prey to death with their powerful hooves.


Xandank

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 2 (–4) 12 (+1) 2 (–4)

  • Damage Resistances fire, kinetic, energy
  • Senses passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

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

Actions

Multiattack. The xandank makes two weapon attacks, one with its tail whip and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.

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

Darkghast



Darkghast

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 250 (20d12 + 120)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 6 (–2) 11 (+0) 11 (+0)

  • Saving Throws Str +10, Con +10
  • Skills Athletics +10
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 12 (8400 XP)

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

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) kinetic damage.

Claw. 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 darkghast has four claws, and each claw can only grapple one creature at a time.

Throw Boulder. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 19 (3d12) kinetic damage.

Swallow. The darkghast 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 darkghast, and it takes 21 (6d6) acid damage at the start of each of the darkghast's turns. If the darkghast takes 25 damage or more on a single turn from a creature inside it, the darkghast 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 darkghast. If the darkghast dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Blistmok

The blistmoks are a reptile native to a number of worlds, including Talus and Mustafar. Blistmoks were pack hunters, pursuing their prey for days before attacking. These reptiles were distinguished by the two fans that rose from their scaly backs.


Blistmok

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 4 (–3) 12 (+1) 6 (–2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 2 (450 XP)

Pounce. If the blistmok 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 blistmok can make one bite attack against it as a bonus action.

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

Keen Senses. The blistmok has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.

Actions

Multiattack. The blistmok makes one Bite attack and two Claw attacks.

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: 7 (1d8 + 3) kinetic damage.


Blistmok, pack leader

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 6 (–2) 12 (+1) 6 (–2)

  • Skills Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages
  • Challenge 4 (1100 XP)

Pounce. If the blistmok 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 blistmok can make one bite attack against it as a bonus action.

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

Keen Senses. The blistmok has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.

Pack Leader. As a bonus action on its turn, the pack leader can direct one of its pack members to strike. When it does so, it chooses an blistmok ally within 30 feet who can see or hear it. That ally can immediately use its reaction to make one weapon attack.

Actions

Multiattack. The blistmok makes one Bite attack and two Claw attacks.

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

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

Jundak

Most creatures would not be described as outright evil, but that description fits the jundak very well. They seem to relish in causing their prey pain with their sharp talons before they devour them. The jundak are also voracious eaters; they have been known to put down their own body weight in food in one sitting. Jundaks are feared by many for their deadly life cycle. They begin life as a small organism which attaches itself to a host, where it would begin gaining nourishment from the 'parent'. Eventually, it bursts forth in its adolescent stage, thus killing the host. From that point on, the Jundak would begin to slowly grow to adulthood.


Jundak

Medium beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 6 (–2) 12 (+1) 6 (–2)

  • Damage Resistances fire
  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Actions

Multiattack. The jundak makes two melee weapon 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: 10 (2d6 + 3) kinetic damage.


Jundak larva

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 3 (2d4 – 2)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
8 (–1) 16 (+3) 8 (–1) 6 (–2) 10 (+0) 6 (–2)

  • Skills Stealth +5
  • Damage Resistances fire
  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 0 (0 XP)

Parasite. As a bonus action, the jundak larva can attempt to burrow into a grappled target. The target must make a DC 12 Constitution saving throw. On failure, the larva burrows into the target's flesh and it becomes its host. Without medical treatment, the larva will grow and hatch in 4d4 weeks, bursting from the host's flesh and killing it.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 + -1) kinetic damage and the target is grappled (escape DC 10). Until this grapple ends, the jundak larva can't use its Bite on another target.

Lava Flea

Lava fleas are a species of six-legged insect native to the volcanic planet Mustafar. They are well adapted to life on the world's fiery surface due to their tough exoskeletons. Lava fleas are also very suitable and efficient mounts due to their natural heat resistance, agility and light weight, able to travel across lava streams and leap distances of up to 30 meters.


Lava flea

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 2 (–4) 8 (–1) 5 (–3)

  • Damage Immunities fire
  • Senses passive Perception 9
  • Languages
  • Challenge 1 (200 XP)

Extraordinary Leap. The distance of the lava flea long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.

Lava Walker. The lava flea may move across the surface of lava without sinking or taking damage.

Actions

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

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

Lava Meerkat

Lava meerkats, otherwise known as fire rats, inhabit the lava tubes of Nevarro and the sewers below Nevarro City. The small black-and-gray furred creatures are sometimes hunted for food, though wary hunters must avoid their defensive fire breath.


Lava meerkat

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 3 (2d4 – 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
4 (–3) 16 (+3) 8 (–1) 4 (–3) 12 (+1) 3 (–4)

  • Damage Resistances fire
  • Senses darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Actions

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

Fire Breath. The lava meerkat exhales fire in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity save. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.

Lava Nymph

Lava nymphs are winged creatures found on Mustafar and other volcanic worlds. Swarms of lava nymphs built luminescent hives in active lava tubes. They possess abdomens that glowed bright orange, the light increasing in intensity as the creature grew agitated, eventually swelling into a ball of lava that the nymph spits from its maw. When the creature's body is crushed, liquid lava bursts out of its body.


Lava nymph

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 9 (2d4 + 4)
  • Speed fly 40 ft.

STR DEX CON INT WIS CHA
4 (–3) 17 (+3) 14 (+2) 2 (–4) 10 (+0) 2 (–4)

  • Saving Throws Dex +5
  • Skills Acrobatics +5
  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Ignited Illumination. As a bonus action, the lava nymph can cause its abdomen to swell and glow with magma. While ablaze, the lava nymph sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Death Burst. When the lava nymph dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Actions

Lava Spit. Ranged Weapon Attack: +5 to hit, range 15/60 ft., one target. Hit: 8 (2d4 + 3) fire damage.


Lava nymph swarm

Medium swarm of Tiny beasts, unaligned


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

STR DEX CON INT WIS CHA
9 (–1) 17 (+3) 14 (+2) 4 (–3) 10 (+0) 4 (–3)

  • Saving Throws Dex +5
  • Skills Acrobatics +5
  • Damage Resistances kinetic
  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Ignited Illumination. As a bonus action, the lava nymphs can cause their abdomens to swell and glow with magma. While ablaze, the lava nymph swarm sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Death Burst. When the lava nymph swarm takes damage, some of its members explode in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Swarm. The lava nymph swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny lava nymph. The swarm can't regain hit points or gain temporary hit points.

Actions

Lava Spit. Ranged Weapon Attack: +7 to hit, range 15/60 ft., one target. Hit: 13 (4d4 + 3) fire damage. When the swarm has less than half of its Hit Points left, the damage is reduced to 7 (2d4 + 3) fire damage.

Rockrender

Rockrenders are massive, fossorial animals that evolved on Sullust, living within caves and old volcanic tubes. They are geophages, consuming minerals found within the soil. Their sensitive olfactory glands also draw them to the refined minerals of construction and armor plating.



Rockrender

Gargantuan beast, unaligned


  • Armor Class 24 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
28 (+9) 7 (–2) 26 (+8) 2 (–4) 12 (+1) 2 (–4)

  • Saving Throws Str +16, Con +15
  • Skills Athletics +16
  • Damage Resistances fire, energy and kinetic from unenhanced weapons
  • Condition Immunities frightened
  • Senses blindsense 30 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 11
  • Languages
  • Challenge 18 (20000 XP)

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

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

Keen Smell and Taste. The rockrender has advantage on Wisdom (Perception) checks that rely on smell and taste.

Geophage. When using its Bite attack, the rockrender has advantage against targets wearing medium or heavy armor.

Actions

Multiattack. The rockrender makes three attacks: one with its bite, one with its claw, and one with its tail.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) kinetic damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the rockrender can't bite another target.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) kinetic damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) kinetic damage.

Swallow. The rockrender 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 rockrender, and it takes 21 (6d6) acid damage at the start of each of the rockrender's turns. If the rockrender takes 30 damage or more on a single turn from a creature inside it, the rockrender 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 rockrender. If the rockrender dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

  • Move. The rockrender moves up to its speed.
  • Claw (Costs 2 Actions). The rockrender makes one Claw attack.

Sher Kar

The Sher Kar is the supreme native predator on the planet Mustafar. They are scorpion-like and larger than humans, and considered dangerous to them. Sher Kars have three pairs of legs, a mouth with a tongue and teeth, and a long speared tail. The beasts mostly inhabit the deepest part of the Tulrus Nesting Grounds, as the tulrus is the Sher Kar's prey of choice. Blackguard Elite Minions would have to kill one of these creatures to advance to the rank of Wilder.


Sher Kar

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 20 (+5) 4 (–3) 17 (+3) 2 (–4)

  • Saving Throws Str +13, Con +10
  • Skills Perception +8
  • Damage Resistances fire, kinetic and energy damage from unenhanced weapons
  • Condition Immunities blinded
  • Senses blindsight 240 ft. (blind beyond this radius), passive Perception 18
  • Languages
  • Challenge 11 (7200 XP)

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

Actions

Multiattack. The sher kar makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) kinetic damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) kinetic damage.

















Tulrus

Tulrus are large egg-laying beasts which could mainly be found roaming on Mustafar. For safety reasons, the tulrus usually traveled in small packs of two or more, and were very protective, and therefore aggressive if provoked. The tulrus is a dim-witted, but dangerous, creature, suffering from both poor eyesight and a bad temper. This often causes it to charge the instant it detects the presence of anything besides itself. The tulrus' attack technique is simple: It uses its mass to knock its foe off its feet, and then simply tramples it to death.


Tulrus

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (–1) 16 (+3) 2 (–4) 10 (+0) 6 (–2)

  • Saving Throws Str +7
  • Damage Resistances kinetic and energy damage from unenhanced weapons
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1100 XP)

Trampling Charge. If the tulrus moves at least 20 feet straight toward a creature and then hits it with a gore 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 tulrus can make one stomp attack against it as a bonus action.

Poor Sight. The tulrus has disadvantage on Wisdom (perception) checks that rely on sight.

Actions

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

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

Jawenko Lava Beast

Massive and dangerous creatures, Jawenko lava beasts originate from Mustafar where they dwell in volcanic craters and magma chambers. Their superheated bodies can melt even the most dense of metals, liquifying xonolite while digesting it. Despite their size and associated peril, Jawenkos were occasionally transported off world. A Jawenko made such an impression on the inhabitants of the Dune Sea, that the Jawas worshipped it as a god and the Tuskens spoke of it as a demon.


Jawenko lava beast

Huge beast, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 4 (–3) 15 (+2) 4 (–3)

  • Saving Throws Str +12, Con +11
  • Damage Vulnerabilities cold
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Damage Immunities fire
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 17 (18000 XP)

Heated Body. A creature that touches the Jawenko lava beast or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Siege Monster. The Jawenko lava beast deals double damage to objects and structures.

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

Lava Beast. The Jawenko lava beast can move through and burrow into lava at half its speed.

Actions

Multiattack. The Jawenko lava beast can make two claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) kinetic damage.

Fire Breath (Recharge 5-6). The Jawenko lava beast exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Flame Spit. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 45 (8d10 + 1) fire damage. If the target is a creature or flammable object, it gains the ignited condition.

Throw Lava. Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 14 (2d12 + 1) kinetic damage plus 16 (3d10) fire damage.

Creatures of the Void

Ridadi

A huge variety of space-locust, ridadi migrate in enormous swarms in search of food. Using the magnetic fields of stars to navigate, they typically avoid settled systems but are occasionally driven off course where they cause enormous damage to planets' ecosystems.


Ridadi

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d12 + 24)
  • Speed fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 15 (+2) 2 (–4) 10 (+0) 2 (–4)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1800 XP)

Space-borne. The ridadi is immune to the effects of vacuum.

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

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) kinetic damage.

Scaraphyte

Enormous swarms of these astral-scyphozoa wander through space, consuming any mineral material they encounter. With whipping tentacles and acid strong enough to burn through duranium, they can devastate starships or space stations that get in their way.


Scaraphyte

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 114 (12d12 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (–1) 16 (+3) 2 (–4) 8 (–1) 6 (–2)

  • Damage Immunities acid
  • Senses blindsight 120 ft., passive Perception 9
  • Languages
  • Challenge 5 (1800 XP)

Amorphous. The scaraphyte's body is malleable and shapeless. It is immune to sneak attacks and critical hits.

Space-borne. The scaraphyte can survive in the vacuum of space.

Consume. As a bonus action, the scaraphyte can target one creature it is grappling. The target must succeed on a DC 13 Constitution saving throw or take 11 (2d10) acid damage.

Actions

Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) kinetic damage plus 11 (2d10) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. The scaraphyte can extend up to four tentacles.

Barri

Rare creatures native to an unnamed planet in Wild Space, barri are lithovores, eating mineral-rich asteroids. They sometimes migrate by riding passing asteroids and derelict starships to other systems, sometimes traveling for millennia. Their life-cycle is poorly understood: largely solitary, they seem semi-sentient. Though typically topping out around five meters, spacers tell rumors of giant barri that dwarf common humanoid lifeforms.


Barri

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 8 (–1) 10 (+0) 4 (–3)

  • Skills Survival +2
  • Senses passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Space-borne. The barri can survive in the vacuum of space.

Actions

Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) kinetic damage.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) kinetic damage plus 5 (2d4) acid damage.

Gralloc

A silicon-based life form related to mynocks, grallocs are significantly larger than their cousins and bear sharp claws on the tips of their wings. With a tough outer hide to stand the hazards of space, a pack can easily pose a threat to starships they tend to feed on.


Gralloc

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d12 + 20)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 4 (–3) 10 (+0) 4 (–3)

  • Saving Throws Dex +6
  • Damage Resistances kinetic, energy
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 5 (1800 XP)

Stone Camouflage. The gralloc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Atmosphere Agnostic. The gralloc can survive in any type of atmosphere or vacuum.

Battery Drainer. Whenever the gralloc attaches itself to an object that needs energy to function, the object stops functioning until the gralloc is removed.

Actions

Multiattack. The gralloc makes two a claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.

Energy Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target is grappled (escape DC 16). If the target is a droid or construct, at the start of each of the gralloc's turns, the target loses 3 (1d6) hit points as its energy is drained, and the gralloc gains temporary hit points equal to the damage. The grapple automatically ends after the gralloc drains at least 15 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the gralloc, ending the grapple.


Gralloc, lesser

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 4 (–3) 10 (+0) 4 (–3)

  • Saving Throws Dex +5
  • Damage Resistances kinetic, energy
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Stone Camouflage. The gralloc has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Atmosphere Agnostic. The gralloc can survive in any type of atmosphere or vacuum.

Battery Drainer. Whenever the gralloc attaches itself to an object that needs energy to function, the object stops functioning until the gralloc is removed.

Actions

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

Energy Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) kinetic damage, and the target is grappled (escape DC 14). If the target is a droid or construct, at the start of each of the gralloc's turns, the target loses 3 (1d6) hit points as its energy is drained, and the gralloc gains temporary hit points equal to the damage. The grapple automatically ends after the gralloc drains at least 15 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the gralloc, ending the grapple.

Purrgil

Space whales.



Purrgil

Gargantuan beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 189 (14d20 + 42)
  • Speed 0 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (–1) 17 (+3) 6 (–2) 12 (+1) 5 (–3)

  • Senses blindsight 120 ft., passive Perception 11
  • Languages
  • Challenge 8 (3900 XP)

Space-borne. The purrgil does not need to breathe and is immune to the effects of vacuum.

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

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the purrgil. A swallowed creature has total cover against attacks and other effects outside the purrgil, and it takes 3 (1d6) acid damage at the start of each of the purrgil's turns. If the purrgil takes 30 damage or more on a single turn from a creature inside it, the purrgil must succeed on a DC 16 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 purrgil. If the purrgil dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) kinetic damage, or 37 (6d6 + 16) kinetic damage if the target is an object. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the purrgil can't use its tentacles on another target.

 

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