SW5e: Desperate Rebellion

by EmersonBiggins

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Desperate Rebellion

Foreword

When I was in the final stages of completing Imperial Forces' initial release version only a couple months ago, I was experiencing some conflicting emotions: pride in my work (as I'm always happy with the things I make, but doubly so with the things I finish), and trepidation as I had felt some amount of resistance I mistook as gatekeeping when I first started posting to the reddit. You can imagine my absolute delight in receiving responses of gleeful approval and interest in my work, a welcomed dollop of validation (especially given the nature of the last 12 months).

I've been generating content since 2017 for a D&D 5e worldsetting I'd been writing--surpassing upwards of 3500 pages of content-- but all of that practice had been private, its fruits shared only with the people who played in that worldsetting. There is a certain creative high you experience when you finish a project, share it with other people, and find it well-received. Missed sessions, abrupt campaign disbandings, and false-starts had all taken their toll: an unexpected series of denials for that desired endorphin high. And then, following the series of events that got me involved with SW5e, I released my first public supplement.

It's an absolute game-changer, knowing you can make something you're proud of that thousands of people can immediately access, vocally enjoy, and find value in your efforts. It's an overwhelmingly-positive sensation, and one you want to experience again; I decided a week ago today that I wanted to make another supplement, and this is the result: four days' worth of work. I've considered adding more, but decided to stop for now given that I want to be sure that the content I'm releasing is worth its production time.

I knew that there was most definitely content I wanted to see-- things I wanted to realize within both the game and the community that hadn't been done yet, and compelling features I'd read in D&D Stat blocks that hadn't yet been translated into SW5e-- but the push to fill content without being absolutely inspired by it became apparent. I really-- and I mean, REALLY-- thought about building a block for the Buick from Rogue Squadron, but in moments like those, you find yourself increasingly aware that it's time to stop. You have to remind yourself that creating for the sake of creating, filling for the sake of looking well-rounded, isn't a wise use of the sand in your hourglass.

So, it feels right to declare that Desperate Rebellion is going to be the last supplement I make for a while, unless I recognize a fair amount of potential content worthy of an entire new supplement (that nobody else seems to be taking care of). I'll still update and support these two, but I'm eager to see more of what the community shares, what focus it appears to lean towards, and what new avenues spark inspiration.

I'm really happy to be here, building alongside all of you, and I'm grateful you're here too.

21.11.15

Revisiting this to add more content, I'm reminded of how many people have been overly-gracious in their praise and affirmation. While we should still approach the community goals below, I'm still deeply grateful to have this incredible thing with you! Be sure to voice your appreciation to Galiphile, Aziz, Drake, Vesh, LordFontjin, and all the other committed contributors for keeping SW5e alive and growing!

Cover Art



Survivor (ILM Art Department 2016 Challenge)
Oleg Zherebin

Community Goals to Discuss

Now, all that being said, I do think there are specific resources that we should take on in a targeted approach, either individually or as a community, to simplify the challenges of producing and DMing Star Wars 5e (in comparison to the relative ease and availability of resources for D&D 5e).

  • A modified item generator, individual loot generator, and treasure hoard generator, akin to donjon's generators; I have several tables done to begin with that I can provide, which could function for demo versions, but essentially no coding expertise to offer.
  • A well-organized/sortable database of free 3D models for printing (improving in-person accessibility); Yeggi has lots of options but lacks a more controlled structure. Buying from etsy vendors is also effective at fulfilling needs, but comes at steep cost that accumulates rapidly.
  • A well-organized/sortable database of mapping and terrain assets (improving virtual tabletop accessibility); I was incredibly impressed by Wyzerus' pack and collections like those, assorted together, would shave great amounts of production time off for DMs.

These are a start, but more complex resources like biome-dependent town generators and plot-related generators would do wonders for making things more accessible.


If you like what you see, and you want to support these creations, hop onto Ko-Fi!

Table of Contents

Strength in Hope

Strength in Hope

The Alliance to Restore the Republic, known also as The Rebel Alliance or even less formally as The Rebellion, was founded in 2 BBY by Bail Organa and Mon Mothma, from Organa's less-formal movement which he had began shortly after the end of the Clone Wars (as early as 18 BBY). Uniting a collection of rebel cells with the Declaration of the Rebel Alliance, the movement was built from the deep discontent with the Empire's opppressive and ruthless rule. Unable to match the Empire in resources or weaponry, the Rebellion relied on tactics of attrition, bleeding the Empire's coffers with guerilla tactics fought on numerous simultaneous fronts. The harder the Alliance fought, the more vicious the Empire grew to counter what they refused to perceive as anything more than lawless scum.

More than anything else, the Rebellion is built upon the strength in the Preservation of Hope:

  • Hope that the conflict could be won, regardless of impossible odds.
  • Hope that the great evils of the Empire would face justice.
  • Hope that the Galaxy could know peace and prosperity again.

Regardless of its simplicity and apparent naivety, this philosophy of holding onto hope has proven to be more than a simple platitude, demonstrating great strength in retaining morale for an army and a movement that was always fighting at severe disadvantage. The concept itself pervades rebel speeches enough to be comparable to a form of religious doctrine.

Skirmisher

As a median between the humble rebel trooper and the unstoppable rebel commando, the skirmisher's task in combat is to blitz the enemy: to catch them unaware and vulnerable. With flanking behind enemy lines, launching rapid attacks, and slipping away to hide, the skirmisher is a lethal unit for sabotaging protected imperial positions.


Rebel Skirmisher

Medium Humanoid (any), Any Alignment


Armor Class 16 (Combat Suit)
Hit Points 90 (12d8+36)
Speed 30 ft


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

Skills Perception +3, Stealth +6
Senses Darkvision 60 ft, passive Perception 13
Languages Galactic Basic, one other
Challenge 3 (700 XP)


Commando. While prone, the Skirmisher has a crawling speed equal to its movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet.

Skirmisher. Other creatures have disadvantage on attacks of opportunity against the Skirmisher.

Actions

Multiattack. The Skirmisher makes two attacks with its bash or rapid fire.

Bash. Melee Weapon Attack: +3, reach 5 ft, one target. Hit: 4 (1d4+1) Kinetic damage. If the target was surprised, it must roll a DC 14 Constitution saving throw; on failure, it is stunned until the end of its next turn.

Rapid Fire. The Skirmisher targets a creature within 80/320 feet with rapid fire. The target must make a DC 14 Dexterity saving throw. On a failed save, the target takes 13 (2d8+4) Energy damage. If the target is beyond normal range but within long range, it has advantage on the save.

Fragmentation Grenade (3/Day). The Skirmisher throws a grenade at a point within 35 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.

Strength in Hope

Rebel Commando

Medium Humanoid (any), Any Alignment


Armor Class 16 (Durafiber Combat Suit)
Hit Points 135 (18d8+54)
Speed 35 ft


STR DEX CON INT WIS CHA
14(+2) 20(+5) 16(+3) 11(0) 14(+2) 12(+1)

Saving Throws Dex +9, Wis +5
Skills Acrobatics +9, Insight +5, Investigation +3, Perception +5, Piloting +3, Stealth +9, Survival +8, Technology +3
Senses Darkvision 60 ft, passive Perception 15
Languages Galactic Basic, two others
Challenge 7 (2,900 XP)


Commando. While prone, the Commando has a crawling speed equal to its movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet.

Multi-Configuation Rifle. As a bonus action, the Commando may switch its rifle between the Blaster and Sniper configurations.

Roguelike. The Commando has the following standard Operative class features: Avoidance, Cunning Action and Uncanny Dodge.

Snapshooting Mastery. Other creatures provoke an opportunity attack when they move to within 30 feet of the Commando, and it can use its blaster weapons when making opportunity attacks. It does not suffer disadvantage on ranged attacks when a hostile creature is within 5 ft of it.

Actions

Multiattack. The Commando makes three attacks with its bash or blaster configuration, or two attacks with its sniper configuration. It can then throw a grenade as a bonus action, if available.

Bash. Melee Weapon Attack: +5, reach 5 ft, one target. Hit: 5 (1d4+2) Kinetic damage.

Brutal Blaster Configuration. Ranged Weapon Attack: +8, range 100/400 ft, one target. Hit: 10 (1d8+5) Energy damage. On a critical hit, the weapon deals two additional damage dice (4d8+5).

Silent Sniper Configuration. Ranged Weapon Attack: +8, range 150/600 ft, one target. Hit: 12 (1d12+5) Energy Damage. If the Commando is hiding when it makes this attack, it makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the Commando remains hidden.

Thermal Detonator (3/Day). The Commando throws a thermal detonator at a point within 40 feet. Each creature within 20 feet must make a DC 16 Dexterity saving throw. A creature takes 14 (4d6) fire and 22 (4d10) 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.

Rebel Commandos

The Commandos who join up with the Rebellion, more often than not, have lived dangerous lives even before they chose to take up arms against the Empire. Where their Imperial counterparts are the product of expensive training academies, the Rebel commandos' expertise comes from navigating threats and enduring hardships for most of their lives.

Former adventurers, mercenaries, smugglers, and even Imperial deserters largely make up the core composition of Rebellion special forces, who often share their expertise with the rallied militias to transform them into a formidable fighting force.


Specialists

For commando variants, make the following additions and increase the Challenge Rating to 8 (3,900 xp):

Ambush Specialist

Weapons: Ion Mine (Average) (3/Day), Flash Grenade (3/Day), Stun Grenade (Average) (5/Day)
Fighting Styles: Covert Style, Guerilla Style
Skills: Deception Expertise, Stealth Expertise
Trip Shot (Recharge 5-6). When the Commando hits with a weapon attack, it can attempt to knock the target prone. The target must make a DC 16 Strength saving throw; on failure, it is knocked prone.

Explosives Specialist

Weapons: Grenade Launcher, Frag Grenade (Average) (5/Day), Plasma Grenade (Average) (5/Day), Ion Grenade (Average) (5/Day)
Fighting Styles: Explosives Style, Sentinel Mastery
Skills: Athletics Expertise, Intimidation Expertise
Siege Trooper. The Commando inflicts double damage against constructs and structures.

Saboteur Specialist

Weapons: Nervebaton, Electrifying Grenade (Average) (5/day), Ion Grenade (Average) (5/Day)
Fighting Styles: Disruption Style (Tech), Explosives Style
Skills: Perception Expertise, Technology Expertise
Ion Pulse (1/Day). The Commando triggers an ion pulse, centered on itself. Each creature within 15 feet of the Commando must make a DC 16 Constitution saving throw: a creature takes 26 (4d12) Ion damage on a failed save, or half as much as on a successful one. Any electronics not being worn or carried within the blast radius are disabled until rebooted. The Commando may choose which creatures are immune to the pulse's effects.

Sniper Specialist

Weapons: Plasma Mine (Average) (5/Day), Panic Grenade (Average) (5/Day)
Fighting Styles: Sharpshooting Style, Sharpshooting Mastery
Skills: Investigation Expertise, Perception Expertise
Sneak Attack (1/Turn). The Commando 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 Commando that isn't incapacitated and the Commando doesn't have disadvantage on the roll.

Strength in Hope

A-A5 Speeder Truck

The A-A5 Speeder Truck was a repulsorlift speeder truck used by the Alliance to Restore the Republic during the Galactic Civil War. While it was first designed to larger specifications by orders of magnitude (more than 70 feet long), the compact model became a mainstay in fast-paced Rebel missions. Originally intended for moving cargo across inhospitable landscapes, the vehicle filled the role of combat APC with ease.

Though not created in anticipation of heavy combat scenarios, the vehicle's basic armor was often sufficient for missions and was easily compatible with heavier armor that allowed it to take punishment in firefights. Equipped with a reliable mid-range laser cannon, the model became a favorite for Wookiee warrior reinforcements fighting alongside rebel ranks.



A-A5 Speeder Truck

Huge construct, unaligned


Armor Class 18 (armor plating)
Hit Points 189 (18d12+72)
Speed 50 ft., Fly 50 ft. (Turn 10 ft.)


STR DEX CON INT WIS CHA
18(+4) 16(+3) 19(+4) 10(+0) 10(+0) 9(-1)

Saving Throws Str +7, Dex +6
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 8 (3,900 XP)


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

Durasteel Armor. The outer layer of the truck is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the truck takes no damage from that attack. If the truck takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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

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.

Troop Transport. The truck can transport a maximum of 6 passengers, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the truck.

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

Laser Cannon Turret. Ranged Weapon Attack: +6 to hit, range 120/240 ft, one target. Hit: 25 (4d10+3) Energy damage.

LEGENDARY ACTIONS

The A-A5 Speeder Truck 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 A-A5 Speeder Truck regains spent legendary actions at the start of its turn.

Deploy Troops (Costs 2 Actions). The truck mobilizes the soldiers traveling within it. It deploys 2 Rebel Skirmishers. Once per day, it can deploy a Wookiee Hunter instead. These troops appear in any unoccupied spaces within 10 feet of the truck.

Laser Cannon (Costs 2 Actions). The truck makes an attack with its Laser Cannon Turret.

Move. The truck moves up to half its movement speed.

Energy Pummel

Energy Pummels were tank-like siege engines, which utilized powerful short-range laser arrays to carve away enemy fortifications and allow infantry and light armor to breach enemy defenses.

While they were manufactured with heavy armor, pummels were notably slow and vulnerable, making their effectiveness reliant on their escort and how long they had to travel in threatened zones. Given that their attack range was also extremely short, the number of disadvantages kept them from use in most battlefields.


By no means a technology exclusive to the Rebellion, the Energy Pummel's use and design variants date back to before the Battle of Naboo, and were utilized in assembled forces of the Grand Army of the Republic, the CIS, and the Empire, among others. However, as a close-range siege engine that specialized in tearing down reinforced defenses, it had far less utility against the Rebel Alliance, who had few stronghold-grade fortified bases that could justify its use.



Energy Pummel

Huge construct, unaligned


Armor Class 18 (armor plating)
Hit Points 207 (18d12+90)
Speed 20 ft. (Turn 15 ft.)


STR DEX CON INT WIS CHA
26(+8) 6(-2) 20(+5) 10(+0) 10(+0) 8(-1)

Saving Throws Str +12, Con +9
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 10 (5,900 XP)


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

Deconstruction Weapon. The pummel's attacks ignore damage resistance, reduction, and threshold features. They treat damage immunity as resistance.

Durasteel Armor. The outer layer of the construct is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds

10 points, the construct takes no damage from that attack. If the construct takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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

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.

Siege Weapon. The construct deals double damage to objects and structures.

Steadfast. The construct has advantage on saving throws to avoid being pushed.

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. Siege Weapon. The construct’s attacks deal double damage against structures.

ACTIONS

Pummeler Laser. Melee Weapon Attack: +12, reach 10 ft, one target. Hit: 63 (10d10+8) Energy damage. The attack is made with advantage against structures, as well as constructs of size Large or larger. The weapon is forward-facing and can fire in up to a 30 degree angle.

Strength in Hope

Mobile Proton Torpedo Launchers

The Loratus Mobile Proton Torpedo Launcher (MPTL-L) was a crawler-type artillery mobile weapons platform fitted with a proton torpedo launcher.

Manufactured by Loratus-- a manufacturer of mobile weapons systems and related droids with sympathetic views of the Alliance to Restore the Republic-- the MPTL-L was one of the Alliance's early artillery weapons. It was a mobile parabolic projectile platform that was made for targeting enemy forces at long range. These units were also capable of laying mines to blow up unwary Imperial units. Their chief advantage over most types of heavy artillery was being able to fire ordinance with reasonable accuracy while moving, making them effective in raid operations and evasive against return fire from enemy batteries.

However, their slow responsiveness and turn rate made them vulnerable to blitz tactics by Imperial infantry and armor working in tandem with artillery. In response to repeated requests by the Alliance for design upgrades, Loratus created the Mobile Proton Torpedo Launcher-2a (MPTL-2a), which radically altered the artillery weapon's tactics. Focused on much faster travel, the MPTL-2a could only fire when deployed, opening its armored shell for nine torpedo tubes. When coordinating with spotter droids, the MPTL-2a's firing range could extend as far as 20 kilometers, though this was severely decreased without them due to necessary streamlining to make the unit faster; without the use of gription stabilizers in its deployed mode, the 2a couldn't effectively fire. Having also lost its mine-laying functionality, the 2a was no longer capable of direct combat, and needed armed escorts to keep them out of extreme risk.

Despite these flaws, the 2a was received by the Rebels as a massive upgrade to the MPTL-L.

Rebel Juggernaut

The Rebel Juggernaut (also known as the Rebel Attack Tank) was a massive ten-wheeled assault vehicle that utilized design aspects of the HAVw A5 Juggernaut used in the Clone Wars. Instead of boxy surfaces, the Juggernaut possessed rounded edges, and while it was steamlined and excluded many of the HAVw-line features that carried into Imperial Turbo Tanks, it added a top-mounted heavy laser cannon turret, widely considered one of the most powerful heavy weapons on Rebellion mobile armor. It had a reputation as being incredibly effective in punching through strong defenses, including shield generators.

While known to be durable, these Juggernauts were considered slow for turbo tank-type vehicles, and were vulnerable to repeated rocket attacks and concentrated assaults from heavy infantry.


MPTL-L

Gargantuan construct, unaligned


Armor Class 20 (armor plating)
Hit Points 385 (22d20+154)
Speed 25 ft. (Turn 25 ft.)


STR DEX CON INT WIS CHA
24(+7) 6(-2) 25(+7) 10(+0) 14(+2) 6(-2)

Saving Throws Str +14, Con +14
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 21 (33,000 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 construct is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 25 points, the construct takes no damage from that attack. If the construct takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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.

Siege Weapon. The construct deals double damage to objects and structures.

Steadfast. The construct has advantage on saving throws to avoid being pushed.

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 Mobile Proton Torpedo Launcher makes one mine attack, and uses its Proton Torpedo Launcher, if available.

Proton Torpedo Launcher (Recharge 5-6). Ranged Weapon Attack: +12 to hit, range 1200/4800 ft., one target that is at least 50 feet away. Hit: 110 (20d10) Energy damage. Hit or miss, each creature within 10 feet must make a DC 20 Dexterity saving throw, taking 55 (10d10) Energy damage on failure or half as much on success.

Fragmentation Mine. The MPTL launches a mine at a target point within 50 feet. At initiative count 20, the mine arms. The first time a creature moves within 15 feet of the mine, the mine detonates. Each creature within 15 feet of the mine must then make a DC 16 Dexterity saving throw, taking 22 (4d10) Kinetic damage on failure or half as much on success.

LEGENDARY ACTIONS

The MPTL-L 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 MPTL-L regains spent legendary actions at the start of its turn.

Launch Mine (Costs 2 Actions). The MPTL uses a Fragmentation Mine attack.

Move. The MPTL moves 15 feet.

Strength in Hope


MPTL-2a

Huge construct, unaligned


Armor Class 18 (armor plating; 15 while deployed)
Hit Points 403 (35d12+175)
Speed 40 ft.


STR DEX CON INT WIS CHA
20(+5) 10(+0) 20(+5) 10(+0) 10(+0) 8(-1)

Saving Throws Str +12, Con +12
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 21 (33,000 XP)


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

Durasteel Armor. The outer layer of the construct is covered in heavy armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the construct takes no damage from that attack. If the construct takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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.

Siege Mode. The launcher can deploy or end siege mode as an action. While deployed in siege mode, the launcher’s armor class decreases to 15, its speed becomes 0, and it can make attacks.

Siege Weapon. The construct deals double damage to objects and structures.

Spotters. The launcher can synchronize with up to 10 allied droids on the same planet. Droids synchronized in this way can share senses with and communicate with the launcher at will. A synchronized droid up to 12 miles away can mark a target within 100 feet of it as a bonus action. When it does, the target is considered within the long range value of the launcher's proton torpedo launcher.

Steadfast. The launcher has advantage on saving throws to avoid being pushed.

Vulnerable Interior. The launcher’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. If it is deployed in siege mode, the Mobile Proton Torpedo Launcher makes one proton torpedo launcher attack, if available. It can use its bonus action to attempt to make an additional recharge attempt of the weapon.

Proton Torpedo Launcher (Recharge 4-6). Ranged Weapon Attack: +12 to hit, range 800/3200 ft., one target that is at least 50 feet away. Hit: 110 (20d10) Energy damage. Hit or miss, each creature within 10 feet must make a DC 20 Dexterity saving throw, taking 55 (10d10) Energy damage on failure or half as much on success.

Triangulate Targeting. Using an action, the tank coordinates targeting data for targets at greater distances. For the next proton torpedo launcher attack it makes in the next minute, the attack’s range cumulatively increases by 400/1600 feet. It must maintain this range bonus as if it were concentrating on a power.

Strength in Hope


Rebel Juggernaut

Gargantuan construct, unaligned


Armor Class 18 (armor plating)
Hit Points 279 (18d20+90)
Speed 70 ft (turn 70 ft)


STR DEX CON INT WIS CHA
27(+8) 17(+3) 21(+5) 10(0) 10(0) 7(-2)

Saving Throws Str +13, Con +10
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities disease, exhaustion, poisoned
Challenge 15 (13,000 XP)


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

Operated. The construct is operated by a variable number of pilots and gunners, who roll initiative separately.

Gunner. The construct has two gunner seats and requires at least one active gunner to take any actions controlled by the gunner. The gunner may take their own action or one of the actions granted by the construct.

Piloted. The construct has two pilot seats and requires at least one active pilot to take any actions controlled by the pilot. 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.

Heavy Plating. The exterior of the Juggernaut is covered in heavy armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 20 points, the Juggernaut takes no damage from it. If the Juggernaut takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Shield Bleedthrough. When the Juggernaut makes a successful heavy laser cannon attack against a target with a pool of protective hit points, such as a barrier, shield, or temporary hit points, the amount of damage done to that pool of hit points is reduced by 8. The target’s hit points suffer 8 Energy damage, which ignores the protective hit points.

Siege Weapon. The construct deals double damage to objects and structures.

Sluggish. The Juggernaut has disadvantage on Dexterity saving throws imposed by Medium or smaller creatures.

Troop Transport. The Juggernaut can transport a maximum of 5 trooper squads or 100 medium-sized creatures in its interior (in addition to its crew). It can deploy these passengers using its Deploy Troops legendary action, or which can be fought by creatures inside of the Juggernaut.

Vulnerable Interior. The Juggernaut’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. A pilot can attack twice with the Forward Repeating Blasters.

Forward Repeating Blasters. Ranged Weapon Attack: +8 to hit, range 120/240 ft., one target at least 20 feet away. Hit: 19 (2d10+8) energy damage. The weapons are forward-facing and can fire in up to a 30 degree angle.

Ram. The Juggernaut moves half its speed in a straight line, driving through the spaces of any creatures or structures of size Large or smaller. Any creature within the Juggernaut's path must make a DC 16 Dexterity saving throw, taking 26 (4d12) Kinetic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also knocked prone.

Local Scan. The pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of it.

Gunner. The gunner can use the Heavy Laser Cannon Turret to make one attack.

Heavy Laser Cannon Turret. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 30 (4d10+8) Energy damage. Hit or miss, the fired energy explodes. Each creature in a 15-foot sphere centered on the target point must make a DC 16 Dexterity saving throw, taking 11 (2d10) Energy damage on failure or half as much on success.

Legendary Actions

The Rebel Juggernaut can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Rebel Juggernaut regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 3 Actions, 5/Day). The Juggernaut mobilizes some of its passengers for deployment. It deploys one Trooper Squad (CR 5) or up to 10 passengers of size Medium, who appear in any unoccupied spaces within 10 feet of the Juggernaut.

Forward Repeating Blasters (Requires Pilot). A pilot makes one attack with the forward repeating blasters.

Strength in Hope

T-47 Airspeeder

Incom Corporation's T-47 Airspeeder was relatively unknown until its adoption by the Rebel Alliance, who retrofit the cargo management craft with winterization mods, AP/11 Dual Laser Cannons, and Y-Wing cockpit components to make it a "Snowspeeder." They saw their first major engagement at the Battle of Hoth, and served as reconaissance vehicles and light atmospheric attack craft afterward.









T-47 Airspeeder

Huge construct, unaligned


Armor Class 17 (armor plating; 12 while landed)
Hit Points 153 (18d12+36)
Speed 300 ft (turn 50 ft)


STR DEX CON INT WIS CHA
12(+1) 20(+5) 14(+2) 12(+1) 16(+3) 7(-2)

Saving Throws Dex +8
Damage Vulnerabilities Ion
Damage Resistances Cold, Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 6 (2,300 XP)


Airspeeder Armor. The outer layer of the T-47 is covered in aircraft armor, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 10 points, the T-47 takes no damage from that attack. If the T-47 takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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

Landing and Takeoff. When up to 50 feet above ground, as a bonus action, the T-47 can use all its movement speed to land. When landed, the T-47 can use a bonus action to expend its movement speed to rise up to 50 feet and initiate flight mode.

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. The weapon attack and damage rolls assume a +3 bonus to the piloting skill of the pilot.


Vulnerable Interior. The T-47’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 T-47 makes two attacks with its laser cannon. If there is a tailgunner active, it may use the power harpoon.

Laser Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft, one target. Hit: 25 (4d8+7) Energy damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 14 Dexterity saving throw, taking 7 (2d6) Energy damage on failure or half as much on success. The cannons are forward-facing and can only be fired when the T-47 faces or moves directly towards a target.

Local Scan. The T-47 pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of the ship.

Power Harpoon. The T-47 targets a Construct or Droid creature with a tow cable and affixed fusion disk. The target must make a DC 16 Dexterity saving throw, with disadvantage if it is of size Large or greater. On failure, the creature struck by this attack is bound to the harpoon. As an action, a Large or smaller sized creature can attempt to remove the harpoon. Removing the harpoon requires a DC 20 Strength check.
While the harpoon is bound to the target, the T-47 is connected to the target by a 500-foot cable. While connected in this manner, the T-47 can use its bonus action to activate the reel, pulling itself to the location if the target is Huge or larger. A creature or object smaller than the T-47 is pulled to it. Alternatively, the T-47 can opt to release the cable (no action required).
Once used, the T-47 can’t use it again until a new power harpoon is loaded as an action.


The Chiffonage-Skywalker Gambit

As a means to take down the overwhelming firepower of walker units like the AT-AT, the T-47's power harpoon can target walker legs and constrict them with its flexisteel cable.

After successfully connecting its power harpoon to a walker with the Towering feature, the T-47 can use its flying speed to circle around it.
• After 1 successful pass, the walker's speed is halved.
• After 2 successful passes, its speed is reduced to 0.
• After 3 successful passes, it must make a DC 30 Strength save; on failure, the walker topples forward. A walker that has toppled can no longer move or attack, loses any damage threshold features it has, and is vulnerable to all damage.

A T-47 bound through its power harpoon to a walker must release its cable to leave the walker, even if the walker has toppled.

Strength in Hope

UT-60D U-Wing

The UT-60D U-wing starfighter/support craft, also known as the UT-60D, U-wing, or UT-60D U-wing Troop Transport, was a transport/gunship model briefly manufactured by Incom Corporation before an early discontinuation, and used by the Rebellion during the Galactic Civil War. As a starfighter, it was equipped with a class 1 hyperdrive, high-power KX7 laser cannons, and had the capacity to utilize electronic warfare instruments. It had two gunner positions, utilizing M-45 repeating ion turrets, and room for eight passengers.


UT-60 U-Wing

Huge construct, unaligned


Armor Class 19 (armor plating; 15 while landed)
Hit Points 230 (20d12+100)
Speed 300 ft (turn 120 ft)


STR DEX CON INT WIS CHA
18(+4) 18(+4) 20(+5) 10(0) 16(+3) 7(-2)

Saving Throws Str +9, Con +10
Damage Vulnerabilities Ion
Damage Resistances Psychic
Damage Immunities Poison, Necrotic
Condition Immunities Poisoned, Frightened, Petrified, Restrained, Incapacitated, Stunned, Prone, Blinded, Charmed, Disease
Challenge 13 (10,000 XP)


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

Electronic Warfare Suite. As a bonus action, the U-wing can activate or deactivate its jamming instruments. All creatures within 1 mile of the U-wing have their electronic communications jammed, resisting the effect for one minute with a successful DC 18 Wisdom saving throw or Intelligence (Technology) check. Tech powers cast by users within this radius that send/receive/intercept digital information, use teleportation, or detect/locate objects or creatures automatically fail if the user does not successfully resist the effect.

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. Gunners present may do the same, but cannot fire the turrets without keeping the turret's door open. The weapon attack rolls assume a +5 proficiency bonus of the pilot and/or gunners.

Starfighter Armor. The exterior of the U-wing is covered in light armor, deflecting some fire from smaller arms. Unless the damage from a single attack or effect exceeds 10 points, the U-wing takes no damage from it. If the U-wing takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.


Transport. The U-wing can transport a maximum of 8 medium creatures (in addition to its crew) and 4 tons of cargo, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the U-wing.

Vulnerable Interior. The U-wing’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 U-wing's pilot makes two attacks with its heavy laser cannons against a target it can see. If a gunner is manning one of the turrets, it can make an attack with the turret.

Heavy Laser Cannons. Ranged Weapon Attack: +8 to hit, range 100/400 ft, one target. Hit: 40 (8d8+4) Energy damage. Hit or miss, all creatures within 5 feet of the target must succeed on a DC 16 Dexterity saving throw, taking 7 (2d6) Energy damage on failure or half as much on success. The cannons are forward-facing and can only be fired when the U-wing faces or moves directly towards a target.

Ion Repeater Turret (Rapid Fire). A gunner manning the ion turret fires a salvo against a target within 100/400 feet. The target creature must make a DC 17 Dexterity saving throw, taking 24 (8d4+4) Ion damage on failure or no damage on success. A target creature that critically fails this save takes maximum damage. When fired at a target at long range, the target creature has advantage on the saving throw. The turret is mounted to the side of the craft, and can only fire on targets to that side.

Local Scan. The U-wing pilot or co-pilot performs a Wisdom (Perception) or Intelligence (Investigation) check on a 50 ft cube within 100 feet of the ship.

Reactions

Support Operations (requires co-pilot). When the U-wing fails a saving throw, the co-pilot can use their reaction to reroll the saving throw.

Legendary Actions

The U-wing can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The U-wing regains spent legendary actions at the start of its turn.

Deploy Passengers (Costs 2 Actions). The U-wing mobilizes some of its passengers for deployment. If landed, it deploys up to the entirety of its passengers in any unoccupied spaces within 10 feet. If flying and up to 50 feet off the ground, up to 6 of the humanoid passengers inside can use rappelling cables to safely descend to the ground. Any passengers who rappel in this way do not get a turn in the initiative until the next round.

Desperation, Partisans, and the Dreamers

In stark contrast to hope (and perhaps as the other side of the same coin), desperation is another driving force for those who oppose the Empire. Unlike the hope for something greater, the desperation to end immense suffering (or perhaps prevent further expansions of it) drives people to painful, often brutal ends, both for themselves and others. Desperation is, and always will be, a potential path to the Dark side, regardless of the well-intended rationalizations it inspires.

The severe inequity of weapons, munitions, resources, soldiers, war machines, and save havens forces the Rebellion to draw from unorthodox and often illicit sources, while constantly adapting their tactics to account for overwhelming Imperial supremacy. Many of the Rebellion's victories are credited to guerilla warfare and arms gained from criminal enterprise or fallen enemies.

Saw Gerrera

The Onderonian Saw Gerrera lived his life from one war to another, unable to escape tragedy and find peace. He found little value in platitudes and was quick to take action, regardless of others' moral boundaries.

Born in the final years of the Galactic Republic, he was first exposed to war when the Confederacy of Independent Systems invaded Onderon, installing a puppet dictator (reporting directly to Count Dooku) who openly banished Saw and his sister Steela for their defiance. Within two years, he had formed his own resistance movement alongside Steela and underwent advanced combat and tactical training by Jedi Knight Anakin Skywalker, his Togruta Padawan learner, Ahsoka Tano, Jedi Master Obi-Wan Kenobi, and ARC trooper CT-7567 ("Rex").

Gerrera continued to fight through the end of the war, being captured, tortured, and eventually losing his sister (and being burdened by an immense guilt in the process). With the transition to the Galactic Empire and the Proclamation of the New Order, Gerrera decried the Empire as antithetical to everything the Republic was fighting for, and led his militia to resist the Empire.

Gerrera continued to fight skirmishes against the Imperial military with his veteran militia, organizing them into the Partisans. He feuded with various famous Imperials such as ISB Agent Kallus and Director Orson Krennic, and while working alongside Smuggler Has Obitt, he learned of the Death Star project and began to sabotage and weaken it, wherever possible. That line of work led him to the Erso family, whom he helped smuggle off Coruscant to end their participation in the project.

Saw and the Partisans would later help liberate a number of enslaved Wookies from Kashyyyk before recovering Jyn Erso after the death of her mother and capture of her father at the hands of Krennic. He mentored her for a number of years until his developing paranoia drove him to torture some of the Partisans over their knowledge of her identity, before he eventually abandoned Jyn with a blaster and knife; where he saw it as necessary, she saw it as a deep betrayal by both Saw and the Rebellion.

Saw later arranged for the assassination of Moff Quarsh Panaka via a bomb at his residence, which succeeded but narrowly avoided Princess Leia Organa. It was around this time that the rest of the Rebellion began to regularly acknowledge the ruthlessness in the tactics of Gerrera and the Partisans.

Gerrera's skirmishes continued to cause setbacks with the Death Star project, eventually leading him to Jedha. By that point, he had lost his right leg and suffered severe respiratory damage, and was reliant on prosthetics and body modifications. He briefly reunited with Jyn Erso just prior to the Battle of Scarif, and was killed when the Death Star initiated a test fire on Jedha.

Shortly after the Battle of Yavin, some remaining partisans regrouped and formed the Dreamers, led by Staven and Lux Bonteri. The elite Imperial unit known as Inferno Squad infiltrated the Dreamers at their base of Jeosyn and destroyed them from the inside.

Gerrera and the Partisans would only be remembered as "violent extremists", enabled by the Rebellion.

Desperation, Partisans, and the Dreamers


Legendary Partisan General

Medium humanoid (human), chaotic balanced


Armor Class 18 (Improved Durasteel Battle Armor)
Hit Points 209 (22d8+110)
Speed 30 ft


STR DEX CON INT WIS CHA
17(+3) 14(+2) 20(+5) 22(+6) 13(+1) 21(+5)

Saving Throws Str +8, Dex +6, Con +10
Skills Athletics +8, Insight +6, Intimidation +10, Investigation +11, Lore +11, Perception +6, Stealth +6, Survival +6, Technology +11
Damage Vulnerability Ion, Psychic
Damage Resistance Poison; Energy and Kinetic from unenhanced sources
Senses Darkvision 60 ft, passive Perception 16
Languages Galactic Basic, five others
Challenge 13 (10,000 XP)



Combat Superiority. The General can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals (1d12) bonus damage, and the saving throw DC for these features is 16.

Disarming Attack: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Menacing Attack: The target must make a Wisdom saving throw. On a failed save, it is frightened of the General until the end of his next turn.
Trip Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.

Legendary Resistance (3/Day). When the General fails a saving throw, he can choose to succeed instead.

Sneak Attack (1/Turn). The General deals an extra 25 (7d6) damage when he 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 General that isn't incapacitated and the General doesn't have disadvantage on the roll.

Unbreakable. When the General is the target of a critical hit, he treats it as a normal hit.

Actions

Multiattack. The General makes three weapon attacks. He may then throw a grenade as a bonus action, if available.

Improved Heavy Pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft, one target. Hit: 9 (1d8+4) Energy damage.

Rocket Launcher (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 100/400 ft, one target. Hit: 9 (2d6+2) Kinetic damage. Hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage on a failed save or half as much on a successful one.

Major Thermal Detonator (3/Day). The General throws a thermal detonator at a target within 45 feet. Each creature within 20 feet must make a DC 18 Dexterity saving throw. A creature takes 21 (6d6) Fire and 33 (6d10) 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.

Rally Forces (1/Day). The General calls forth rebel reinforcements. A number of humanoid rebel NPCs with a combined hit point total of no greater than 160, each of challenge rating less than or equal to 4, arrive in vacant spaces within 60 feet of the General.

Reactions

Emergency Bacta. When the General takes damage, he can expend a hit die to heal for 10 (1d8+5) hit points.

Legendary Actions

The Legendary Partisan General can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The General regains spent legendary actions at the start of his turn.

Coordinate (Costs 2 Actions). The General commands another creature to attack a target he can see. The creature may do so by expending its reaction, and if it meets the requirements for it, it inflicts the General's Sneak Attack damage in addition to regular effects.

Reposition. The General orders a friendly creature to move. It can move up to half its regular speed to do so.

Enemies of the People

Enemies of the People

The Galaxy has known suffering in extremes, long before the arrival of the Empire, its predecessors, or the regimes that followed. Much of this suffering is avoidable and unnecessary, though profitable to some and integral to the designs of their ambitions.

Many such groups-- organized crime, cult zealots, or schemers hunting threads of dark and impossible power-- bring great harm to the common folk, who are unable to defend themselves against such forces. These groups work in the shadows of totalitarian regimes (or sometimes, in tandem with them) to continue to grow uninhibited while others struggle to subsist and survive. For groups like the Rebellion, these entities may not be as much a direct enemy as the Empire (and sometimes provide trade for vital resources in the war against it), but remain known as enemies of the people. A delicate game ensues; the rebels may be competing with or fighting goons of an organization one day, and cautiously smiling and shaking hands on another.

The Shadow Collective and the Crimson Dawn

One of the most powerful organized crime entities the galaxy has ever seen was formed by none other than the rogue Sith apprentice Maul, who rallied the Mandolarian Death Watch, the Black Sun, the Pyke Syndicate, the Hutt Clan, and the Dathomir Nightbrothers into an impressive alliance. After retaking Mandalore and installing Maul as its new leader, the group's ultimate intentions-- following the defeat of both the Republic and CIS-- was absolute revenge against Darth Sidious. For a time, it seemed possible, but ultimately fell apart as Mandalore was sieged by the Republic.

Dryden Vos

Nearing the end of the Clone Wars, Maul instructed the members of the Shadow Collective to go into hiding. In the years that followed, the Shadow Collective was gradually rebranded as The Crimson Dawn, publicly led by the cunning, pitiless near-human Dryden Vos. Vos was a shrewd and brilliant leader, whose successes had made him exorbitantly wealthy and in ownership of a great many impressive artifacts, though he continued to secretly report to Maul and execute the Zabraki's will. Vos commanded a great deal of respect, fear, and loyalty, and ruled from aboard his luxurious Kalevalan yacht, The First Light. He would later buy the Corellian Qi'ra, establish her absolute loyalty, and refine her into an impressive asset worthy of the position of his top lieutennant.

In 10 BBY, Vos would hire the mercenary Tobias Beckett to heist coaxium from Imperial transports, a heist that would ultimately fail on account of the intervention of the swoop pirate gang led by Enfys Nest. Beckett suffered heavy losses and considered fleeing, but ultimately agreed to approach Vos alongside his new recruits, Han Solo and Chewbacca.

Initially intent on killing Beckett and his crewmates, Vos was gradually swayed to allow them to run a heist against the coaxium mines on Kessel, before bringing the unrefined fuel to Savareen for refining.

Following a double-cross by Beckett and violence that ensued, Dryden Vos was killed by Qi'ra in protection of Solo. While his personal and financial success was indeed considerable, Vos ultimately didn't amount to much more than another of Maul's lackeys.

The Black Sun

Perhaps one of the strongest members of the Shadow Collective (if not the strongest), the Black Sun was a criminal syndicate that rose to great prominence during the Clone Wars, continued to operate effectively during the reign of the Empire, and was one of the premier syndicates of the Outer Rim at the time of the New Republic. It was composed of numerous races, but was by majority a Falleen organization. The syndicate was involved in any number of nefarious schemes and often presented a legitimate business face to maintain appearances. It was ruled by an Underlord and nine Vigos who served as the Underlord's lieutenants, each in charge of managing all Black Sun business in an assigned part of the galaxy. After its forced induction to the Shadow Collective (that came with the murder of Underlord Xomit Grunseit), it was largely ruled by Ziton Moj, although Legends canon names the Underlord Dal Perhi.

Prince Xizor

Perhaps the most notorious Falleen of all time, Prince Xizor was born the scion of a wealthy royal family on Falleen. Head of Xizor Transport Systems and already a trillionaire during the last years of the Galactic Republic, his extravagant tastes and skill for manipulation were evident from an early age. He made his presence known on the planet of Coruscant by erecting an enormous palace in the middle of the cityscape, east of the Presidential Palace.

Xizor had already climbed high in the ranks of the Black Sun criminal organization by the onset of the Clone Wars. He patiently waited out galaxy-wide conflict, putting his assets in place with foresight. When the war concluded, Xizor quickly began to create a close relationship with newly christened Emperor Palpatine as he fought for promotion to the rank of Vigo. Shortly after his ascension, he purchased a unique and impressive human replica droid, Guri, to be his closest lieutennant.

Feuding with Vader

In 7 BBY, a flesh-eating bacterial agent was accidentally released from a bioweapons lab near Xizor's home on Falleen, causing Darth Vader to order the lab, and the surrounding city, to be razed to prevent an outbreak and keep his projects secret. Xizor's father, King Haxim, was the ruler of the local region, and his parents, brother, two sisters and three uncles perished in the orbital bombardment. Xizor was off-planet at the time, cementing his position as a Vigo in Black Sun. Upon his return, he had virtually all knowledge of his position destroyed; he planned revenge on Vader but didn't want knowledge of his personal vendetta made public.

In the years that followed, Xizor continued to scheme as he built two concurrent empires: one legitimate, one criminal. He also seemigly enacted a plan to assassinate the Black Sun Underlord and replace him with a human replica droid, ultimately allowing him to act as the de-facto ruler of the Black Sun with hidden degrees of separation serving to protect him. Xizor also ended up the proprietor of several major galactic corporations. To fund and facilitate his illegal empire, Xizor had his legal firms, such as Xizor Transport Systems, funnel funds, transfer contraband and launder millions of credits. Xizor was driven by his desire to restore his opulent lifestyle and to destroy Darth Vader. To disguise his planned revenge, Xizor used his connections to remove all record of Vader's involvement in the death of his family. Everyone assumed their rivalry was jockeying for favor from Emperor Palpatine, who subtly encouraged the rivalry.

Playing all Sides

Xizor also worked with the Empire, assisting in the construction of the second Death Star. Xizor offered Darth Vader 300 ships for the construction project, and though Vader distrusted the crime lord, he could not refuse without answering to the Emperor's wrath. Vader had good reason to distrust Xizor, however. The Falleen planned to destroy Vader, the man who had condemned his entire family to death, by executing a masterstroke of vengeance; learning of Vader's quest for Luke Skywalker, Xizor attempted to frustrate it and simultaneously lower Vader in the Emperor's

esteem by having the young Skywalker killed. Xizor contracted several bounty hunters through intermediaries, and posted a bounty on Luke Skywalker's life.
He also managed to convince Palpatine to allow the Rebel Alliance to acquire the plans for the second Death Star, by which he could profit from this in one of two ways: he could deliver the Rebels to Palpatine, therefore earning esteem with him if the Empire won, or if the Alliance did win the war, Xizor would make sure they didn't forget the Black Sun's invaluable contribution to their victory. These schemes would bring him to clash repeatedly with the unwavering mercenary Dash Rendar, who proved impossible to kill but always several steps behind Xizor.

The Fall

As Leia Organa confronted Xizor directly on Coruscant to get to the bottom of his assassination attempts against Luke, she was rescued by Rendar, Lando Calrissian, Chewbacca, and Skywalker himself; the fight ended in a standoff and desperate escape as a high-yield thermal detonator destroyed Xizor's palace.

Shortly afterward, Xizor was killed when a starfighter battle with the rebel entourage was interrupted by a swarm of TIEs under Vader's command. Vader overheard Xizor's mention of Skywalker's name, realized the connection, and ignored pleas of mercy as he ordered Xizor's Skyhook be obliterated with Xizor inside.

Enemies of the People

The Fall of the Empire, and The Imperial Remnant

In both Canon and Legends timelines, the Empire's crippling defeat and death of the Emperor at the Battle of Endor marked the beginning of the Empire's decline. While the two timelines show critical difference in the schemes of the imperials in the months and years that followed, it is common among them that the imperials-- shouldering a newfound desperation and feeling little left to lose-- battled with newfound vigor and greedily hoarded their military assets and resources. They first clung to unity, striving to maintain clarity of purpose, and then aggressively splintered into roles of hiding and terroristic thievery as petty regional warlords creating business relationships with organized crime. These exterior perceptions served as an effective smokescreen as they toiled away at any number of plans to retake the galaxy and fortify their strength via new weapons and projects. Among them were plans to clone the Emperor, to create armies of Force-empowered soldiers, and to create new, superior weapons for their naval engagements that could surpass the Death Star-- either in utility or raw firepower. Peacetime saw the Republic undertaking efforts to disarm its vast military machine, while the Imperial Remnant scraped and clawed itself back into a powerful force.

Operatives like Kyle Katarn uncovered and dismantled many of the schemes during this period of reconstruction and Cold War that offered little respite from the decades of suffering under imperial rule. And while Luke Skywalker attempted to rebuild the Jedi Order and help heal old wounds in the galaxy and the Force itself, most timelines show it came under lethal assault in repeated instances-- oftentimes, from former students. From many of the exchanges, the imperials often proved to be more terrified of Skywalker than anything else, considering him and the Jedi as the greatest threats to their return to power.

In the canon timeline, as a result of his demise at Endor, a contingency by the Emperor came into play: Operation: Cinder, in which the imperials were to conduct planet-destroying bombardments as punishment to a number of planets for the Emperor's death. Several worlds were annihilated before the operation was countered and ended by the New Republic; it caused a considerable number of imperials to abandon the Imperial Remnant and was gradually undermined by Grand Admiral Rae Sloane. The conclusion of the operation, and the fall of the Empire (as well as Palpatine's protégé, Fleet Admiral Gallius Rax) came at the Battle of Jakku in 5 ABY. The Imperial Shadow Council was dissolved at this time, but later reformed.

Moff Gideon

Originally serving as an officer of the Imperial Security Bureau, the remnant warlord Gideon was promoted to the title of Moff and held a position of authority during the years of the New Republic.

Gideon had been the commanding officer in charge of handling the Mandalore Uprising, and was merciless in his prosecution of the conflict; the carnage was at an extreme in the Night of a Thousand Tears, which drove Bo-Katan Kryze to negotiate with Gideon on the terms of Mandalore's surrender. He accepted her surrender and the prize of the Darksaber before betraying the agreement and escalating the bombing, committing the Great Purge of Mandalore that exterminated millions; in the aftermath, the Empire had ravaged the planet and culled the warrior culture to minimal numbers.

Gideon had diligently collected a number of valuable and fringe imperial military assets in critical years, granting him a number of advantageous resources for his plans while the other remnant authorities clung to a perceived certainty in the return of Grand Admiral Thrawn. He later established his hidden base of operations deep beneath Mandalore's surface, a wasteland considered cursed by its survivors and visited by none. As cover for his operations, Gideon employed pirates to cause chaos and mask his operations. Armed with the legendary blade and backed with confidence by others in the remnant, Gideon's research teams worked on his exclusive assets in various corners of the galaxy. On his Arquitens-class flagship, he continued research on the long-forgotten Dark Trooper project, with a platoon of finished Third-Generation Dark Troopers serving as his elite enforcers.

It was on Nevarro, using a base in which he conducted research on force-sensitive genetics with intentions of creating force-sensitive clones of himself, that his forces ultimately hired the Mandalorian Din Djarin to collect the infant Jedi Grogu. Djarin's subsequent double-cross after the initial delivery of the child set the remnant upon hunting him across the galaxy. While he temporarily reclaimed Grogu, Djarin's alliance with Bo-Katan and the elite duo of Boba Fett and Fennec Shand ultimately allowed him to board Gideon's flagship. Defeating Gideon in combat after a feigned offering of free passage to leave, Djarin became the new owner of the Darksaber, and with Luke Skywalker's assistance in fighting the dark troopers, Gideon was captured and to be taken to military tribunal. He would never arrive, as his Imperial Armored Commandos intercepted and freed him. He would confront Djarin, Grogu, and Bo-Katan again on Mandalore, losing his base and dying in the subsequent battle, but not before destroying the Darksaber.

Enemies of the People


Syndicate Lord

Medium Humanoid (Near-Human), Balanced Dark


Armor Class 14 (Unarmored Defense)
Hit Points 209 (28d8+84)
Speed 30 ft


STR DEX CON INT WIS CHA
13(+1) 19(+4) 16(+3) 23(+6) 21(+5) 25(+7)

Saving Throws Str +3, Dex +11, Con +5, Int +13, Wis +12, Cha +9
Skills Acrobatics +9, Deception +12, Insight +10, Intimidation +12, Investigation +11, Lore +11, Perception +10, Persuasion +12
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Condition Immunity Charmed, Frightened
Senses Darkvision 60 ft, passive Perception 20
Languages Galactic Basic, five others
Challenge 13 (10,000 XP)*


Immaculate Collection (3/Day). When reduced to half his maximum hit points or less while within his lair, the Syndicate Lord may equip any single weapon, ammunition, or consumable explosive of Exceptional or Lethal rarity.

Impeccable Attire. The Syndicate Lord has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient.

Legendary Resistance (3/Day). When the Syndicate Lord fails a saving throw, he can choose to succeed instead.

Pitiless. All Charisma checks made against the Syndicate Lord or in contest with him are made at disadvantage.

Roguelike. The Syndicate Lord has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Syndicate Lord deals an extra 7 (2d6) damage when he 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 Syndicate Lord that isn't incapacitated and the Syndicate Lord doesn't have disadvantage on the roll.

Actions

Multiattack. The Syndicate Lord makes three attacks with his Kyuzo Petar, or two attacks with a weapon drawn from his Immaculate Collection.

Kyuzo Petar. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 7 (1d4+4) Kinetic damage plus 5 (1d8) Energy damage. On a natural 20, the Syndicate Lord rolls on the d100 Dismemberment Table and inflicts the corresponding injury upon the target.

Superb Resources (3/Day). The Syndicate Lord administers an enhanced consumable to an ally or himself, picking from the following options. He can use each option only once per day:
Dexterity Stim (Superior), Andris (High Quality), Tihaar (Aged)

Reactions

Dodge and Weave. When a hostile creature moves to within 5 feet of the Syndicate Lord or ends its turn there, he can use his reaction to Disengage and move up to half his speed.

Legendary Actions

The Syndicate Lord can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Syndicate Lord regains spent legendary actions at the start of his turn.

Attack. The Syndicate Lord makes a weapon attack.

Hired Muscle (Costs 3 Actions, Recharge 5-6). The Syndicate Lord calls forth a humanoid mercenary to support him, who appears in a vacant space within 60 feet of the Syndicate Lord. The NPC can be of challenge rating no greater than 2.

Overwhelming Presence. The Syndicate Lord can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature who can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the Syndicate Lord'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.

*Challenge Rating increases by 1 for each Superb Resource option the Syndicate Lord uses on himself.



Legendary Falleen Underlord

Medium humanoid (Falleen), Balanced Dark


Armor Class 19 (superior durafiber combat suit)
Hit Points 117 (18d8+36)
Speed 35 ft


STR DEX CON INT WIS CHA
13(+1) 20(+5) 15(+2) 22(+6) 17(+3) 25(+7)

Saving Throws Str +7, Dex +12, Con +8, Int +12, Wis +9, Cha +13
Skills Acrobatics +10, Deception +15, Insight +11, Intimidation +11, Investigation +14, Lore +10, Perception +7, Persuasion +15, Piloting +10, Stealth +10
Damage Resistance Poison, Psychic; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunity Charmed, Disease, Frightened, Poisoned
Senses Darkvision 60 ft, passive Perception 17
Languages Galactic Basic, Falleen, Huttese, three others
Challenge 12 (8,400 XP)


Enhanced Weapons. The Underlord's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Impeccable Attire. The Underlord has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient.

Legendary Resistance (3/Day). When the Underlord fails a saving throw, he can choose to succeed instead.

Roguelike. The Underlord has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Underlord deals an extra 7 (2d6) damage when he 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 Underlord that isn't incapacitated and the Underlord doesn't have disadvantage on the roll.

Actions

Multiattack. The Underlord makes three attacks with his martial arts or hand blaster. He may then use a bonus action to make an additional attack with his martial arts.

Martial Arts. Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (1d12+5) Kinetic damage. The target must make a DC 19 Constitution saving throw; on failure, it is stunned until the end of the Underlord's next turn.

Exceptional Hand Blaster. Ranged Weapon Attack: +12 to hit, range 40/160 ft, one target. Hit: 13 (1d8+1d4+5) Energy damage. The weapon deals a critical hit on natural rolls of 19-20.

Exude Pheremones (Recharge 5-6). The Underlord exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20 ft radius of The Underlord must succeed on a DC 19 Wisdom saving throw or be charmed. Targets that do not breathe are immune. While charmed, a creature seeks to assist the Underlord by any means within its power and perspective (including attacking its enemies, and fulfilling its goals if these are known to the target). Whenever a target takes damage and at the end of each of its turns, the target can repeat the saving throw.

Lethal Gas Grenade (3/Day). The Underlord throws a grenade at a target within 35 feet. The grenade explodes, filling the air in a 10-foot-radius sphere with yellow-green fog for 1 minute. The fog spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it. When a creature enters the fog or starts its turn there, it creature must make a DC 22 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs and humanoids wearing appropriate protective equipment are unaffected.

Reactions

Dodge and Weave. When a hostile creature moves to within 5 feet of the Underlord or ends its turn there, he can use his reaction to Disengage and move up to half his speed.

Legendary Actions

The Legendary Falleen Underlord can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Underlord regains spent legendary actions at the start of his turn.
Attack. The Underlord makes a weapon attack.

Hired Muscle (Costs 3 Actions, Recharge 5-6). The Underlord calls forth a number of humanoid or Class-IV droid mercenaries to support him, who appear in a vacant space within 60 feet of him. The NPCs can have a combined hit point total of no greater than 100, and be of challenge rating no greater than 1.

Move. The Underlord moves up to his speed.

Enemies of the People


Exceptional Human Replica Droid

Medium droid (Human Replica Droid), Balanced Dark


Armor Class 19 (unarmored defense)
Hit Points 117 (18d8 +36)
Speed 40 ft


STR DEX CON INT WIS CHA
17(+3) 22(+6) 14(+2) 22(+6) 17(+3) 21(+5)

Saving Throws Str +7, Dex +11, Con +7, Wis +8
Skills Acrobatics +11, Athletics +7, Deception +10, Insight +13, Intimidation +10, Investigation +11, Lore +11, Perception +13, Performance +10, Persuasion +10, Piloting +11, Stealth +11
Damage Resistance Necrotic, Poison, Psychic; Energy, Ion, and Kinetic from unenhanced weapons
Condition Immunity Charmed, Disease, Frightened, Poisoned
Senses Truesight 120 ft, passive Perception 23
Languages Galactic Basic, Falleen, Huttese, Rodese, Twi’leki, three others
Challenge 16 (15,000 XP)


Academic Superiority. The droid can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals (1d8) bonus damage, and the saving throw DC for these features is 19.

Disarming Attack: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Trip Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.
Weak Point Strike: The target must make a Constitution saving throw. On a failed save, it is Stunned until the end of the droid's next turn.

Assassinate. During her first turn, the droid has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the droid makes against a surprised creature is a critical hit.

Enhanced Weapons. The droid's weapon attacks are considered enhanced for the purposes of ignoring damage resistance and immunity.

Human Camouflage. The droid's external layer renders it indistinguishable from a regular human. Scanners of standard rarity or lower automatically fail to determine that she is a droid.

Impeccable Attire. The droid has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which she is proficient.

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

Multitasker. The droid can take two reactions each round. She can take only one reaction on a given turn.

Roguelike. The droid has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The droid deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the droid that isn't incapacitated and the droid doesn't have disadvantage on the roll.

Actions

Multiattack. The Exceptional Human Replica Droid makes two attacks with her martial arts or blaster pistols. She may then use a bonus action to make an additional attack with her martial arts.

Martial Arts. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 13 (1d12+6) Kinetic damage. If the d12 rolls at 4 or less, it is instead 5. The droid can choose to deal half damage and be grappling the creature (escape DC 19).

Superior Blaster Pistols. Ranged Weapon Attack: +14 to hit, range 50/200 ft, one target. Hit: 16 (2d6+9) Energy damage.

Reactions

Counter-strike. When a creature misses the droid with an attack roll, or the droid succeeds on a Dexterity saving throw that only targets her, she can make a weapon attack against the creature.

Onslaught. When a creature falls prone within 5 feet of the droid, she can use her reaction to make a weapon attack against the creature.

Parry and Deflect. When a creature hits the droid with a weapon attack, she can use her reaction to roll 1d12+6. The damage taken is reduced by the amount rolled, to a minimum of 1.

Legendary Actions

The Exceptional Human Replica Droid can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The droid regains spent legendary actions at the start of her turn.

Attack. The droid makes a weapon attack.

Move. The droid moves up to her speed.

Search. The droid makes an Intelligence (Investigation) or Wisdom (Perception) check.

Enemies of the People


Legendary Imperial Spymaster

Medium Humanoid (human), balanced dark


Armor Class 19 (superior battle armor)
Hit Points 238 (28d8 +112)
Speed 30 ft


STR DEX CON INT WIS CHA
15(+2) 20(+5) 18(+4) 23(+6) 17(+3) 19(+4)

Saving Throws Dex +13, Int +14, Wis +11, Cha +12
Skills Deception +16, Insight +15, Intimidation +10, Investigation +12, Perception +9, Persuasion +10, Piloting +12, Technology +12
Damage Resistances Energy and Kinetic from unenhanced sources
Senses Darkvision 60 ft, passive Perception 24
Languages Galactic Basic, five others
Challenge 17 (18,000 xp)


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

Enhanced Weaponry. The Spymaster's weapon attacks are enhanced for the purposes of ignoring damage resistance and immunity.

Impeccable Attire. The Spymaster has a +2 bonus to all saving throws (included in the block) and has advantage on skill checks in which he is proficient.

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

Multitasker. The Spymaster can make two reactions reach round. He can only use one reaction on a given turn.

Obscured. Cameras and electronic sensors make wisdom (Perception) checks based on sight with disadvantage when attempting to detect the Spymaster.

Roguelike. The Spymaster has the following standard Operative class features: Cunning Action, Evasion, Elusive, and Uncanny Dodge.

Sneak Attack (1/Turn). The Spymaster deals an extra 14 (4d6) damage when he 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 his that isn't incapacitated and the Spymaster doesn't have disadvantage on the roll.

Synchronicity. The Spymaster is permanently under the effects of the synchronicity tech power.

Actions

Multiattack. The Legendary Imperial Spymaster makes two weapon attacks. He can use Commander's Strike or Soliloquy as a bonus action.

Fine Blaster Pistol. Ranged Weapon Attack: +12 to hit, range 50/200 ft., one target. Hit: 13 (2d6+6) Energy damage.

Darksaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) Energy damage. When the Spymaster attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, he cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to energy damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 21 (6d6) energy damage from the hit.

Commander's Strike. The Spymaster commands an ally to attack a target he can see. The ally can use its reaction to make an attack against the target, and adds 1d10 to the attack roll.

Soliloquy. The Spymaster speaks a fatalistic statement, targeting himself or another creature he can see that can hear him. He rolls a d6; he can choose to grant the rolled value as a boost or penalty to the creature's next skill check, attack roll, or saving throw. If the result of their attempt is in line with the soliloquy (a boosted success or a penalized failure), the die's size increases by 1 (i.e. d6>d8), up to a maximum of a d12. When the die's effect does not influence the roll into its intended result in this way (i.e. a boost still ends in failure or a penalty still ends in success), the die's size resets to a d6. A creature is immune to this ability if it is immune to Psychic damage.

Deploy Trooper Support (1/Day). The Spymaster calls forth a number of Imperial troopers to support him, who appear in a vacant space within 60 feet of him. He chooses between 6 Trooper Squads (CR 5, 1,800 xp), 4 Death Troopers (CR 6, 2,300 xp), or 2 Third-Generation Dark Troopers (CR 10, 5,900 xp) (Imperial Forces, Revised and Expanded NPCs: Galactic Empire).

Reactions

Counter-strike. When a creature misses the Spymaster with an attack roll, or the Spymaster succeeds on a Dexterity saving throw that only targets him, he can make a weapon attack against the creature.

Legendary Actions

The Legendary Imperial Spymaster can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Spymaster regains spent legendary actions at the start of his turn.

Attack (Costs 2 Actions). The Spymaster makes a weapon attack.

Call Reinforcements (Costs 2 Actions, Recharge 5-6). The Spymaster calls forth reinforcements. 6 Troopers (CR 1/2, 100 xp) appear in a vacant space within 30 feet of him.

Detect. The Spymaster makes an Intelligence (Investigation) or Wisdom (Perception) check.

Enemies of the People: Seekers of the Valley of the Jedi

Seekers of the Valley of the Jedi

Nine hundred and ninety years before the Battle of Yavin, the final battle of the New Sith Wars took place on Ruusan. There, the detonation of Lord Kaan's Thought Bomb trapped the souls of over one-hundred Jedi and Sith, and later came to be known as The Valley of the Jedi. The souls remained imprisoned for over a millennium, accidentally discovered by force-sensitive human Morgan Katarn until the Jedi were finally freed by Morgan's son, Kyle Katarn.

The Valley of the Jedi then became a concentrated area of Force energy-- a Force nexus, of which there are extremely few-- and is widely believed to be the most powerful Force nexus in the entire galaxy. Exposure to the Valley's energies deeply amplifies a creature's connection to the Force, even to the point of giving force sensitivity to those without it.

Many schemes for power involved locating and using the power of the Valley, particularly those connected to Lord Hethrir's Empire Reborn. Katarn foiled many of these plans to weaponize it and defeated the figureheads behind their schemes: particularly the Dark Jedi Jerec and Desann.

Jerec

Jerec was a Force-sensitive Miraluka who was discovered by Jedi Knight and archaeologist Jocasta Nu of the Jedi Order, who brought him to the Order for training and later selected him to be her Padawan. A committed scholar herself, she encouraged Jerec to continually quest for greater knowledge and understanding; he developed a voracious thirst for answers to all possible questions, as well as picking up a deep sense of scholarly self-assurance and confidence in his own knowledge. Jerec's pursuit of learning extended to the physical disciplines, as he mastered the ancient Makashi form of lightsaber dueling.

He was quick to achieve the rank of Master and served as the Order's chief archaeologist, seeking out ancient lore and retrieving artifacts from across the galaxy. Among the ancient sites he pursued was the Valley of the Jedi, which had been lost to the Jedi over the years. Jerec continued to seek it throughout his life, though his motivations became purely personal. Despite his prominence, Jerec was never content among the Jedi and was already considering the dark side as a possible source of knowledge; he thought that he had tapped the full potential of the light already.

Before the Clone Wars broke out, Jerec departed for the Unknown Regions at the head of a team of Jedi, tasked by the Jedi Council with finding lost artifacts. Jerec had ulterior motives in the search also, as he wished to find new, non-Jedi sources of learning on the expedition. His return came after Order 66, and attracted the attention of Inquisitor Antinnis Tremayne. Tremayne offered the Jedi Master a decision: accept the dark side and serve the Emperor, and he could preserve his life. Jerec, already tempted by dark knowledge, converted eagerly.

Becoming an Inquisitor




As an Inquisitor, he volunteered information he had regarding other Jedi on long-term missions who would be out of contact; he sought them out and turned many of them, recruiting them into Imperial service. In a pattern that would continue throughout his career, Jerec cultivated their allegiance to him personally, building a cadre of Dark Jedi loyal to him and capable of helping him act on his vast ambitions. One of the many Jedi Jerec pursued was Maw. Maw, part of a group of several Jedi Shadows, was hunted down with his companions sometime early in the Great Jedi Purge. Already ruthless and self-oriented, Maw was converted by Jerec and slaughtered his fellows with the help of his new master. Maw became one of Jerec's most prominent client darksiders, and Jerec personally tutored him in the dark side, especially tracking techniques.

As the number of Jedi fugitives decreased, Jerec was given the additional task of seeking out Jedi and Sith lore. As one of the foremost Sith scholars in the new Empire—- capable of speaking and writing the Sith—- and an exceptionally powerful darksider, Jerec took a prime position in the Imperial Palace hierarchy. Though officially only a High Inquisitor, Jerec nonetheless outranked such personages as Procurator of Justice Hethrir and Supreme Prophet of the Dark Side Kadann. In fact, it was suggested that, had Palpatine not already had Lord Vader as his Sith apprentice, Jerec would have filled the position. He later plotted to do just that.

Jerec amassed loyal servants, allies, resources, and more in his own ambitions, and rapidly made himself a billionaire by accepting bribes in place of Inquisitor audits. He eliminated Morgan Katarn, head of a rebel cell on Sulon, and appeared to be aware of Force-sensitivity in Morgan's stormtrooper son, Kyle, and was grooming him to be another dark Jedi.

Enemies of the People: Seekers of the Valley of the Jedi

Jerec also attempted to manipulate the ancient Ithorian biological weapon, Spore, into control that he could use for a coup that would place himself as the new Galactic Emperor. The plot's failure left Jerec subdued for a time, during which he kept out of contact from the Emperor; he would resume his schemes after the Battle of Endor and the Emperor's demise.

With his two focal threats eliminated, Jerec returned to his Star Destroyer and acted as a warlord, resuming his hunt for the Valley of the Jedi. After capturing and interrogating Qu Rahn, Jerec headed for Ruusan and began an expedition upon it, using his dark Jedi as supervisors for the effort. His hold over Ruusan was infiltrated by Kyle Katarn, who Jerec would attempt to turn to the Dark side with no avail. Katarn was nearly killed several times in the immediate events that followed.

Jerec, with Katarn's partner Jan Ors as a hostage, opened the Dome to the Valley and basked in its energies, achieving a near-godlike state bearing absolute omniscience, what Jerec had always craved. As Katarn arrived, Jerec was one with the Dark side-- and it took Katarn surrendering himself to the Light side to functionally disable Jerec's power. Katarn offered mercy to Jerec, who refused; Jerec was ultimately cut down by Katarn, his body dissolving as his spirit was absorbed into the eternal chaos and torment of the Valley.

Desann

The Chistori Desann hailed from a world where the Force was a strange, unfamiliar thing. Thus, he was shunned by his own people and lived a life of loneliness and despair, until a trader found him and took him to Luke Skywalker's Jedi Praxeum on Yavin 4. Desann then became a Jedi apprentice of Skywalker's, but soon began bullying his comrades. He eventually killed Havet Storm, one of his fellow Jedi, for standing up to his bullying ways and claimed that he was "too weak to be a Jedi." This turned him to the dark side of the Force, and he fled the Academy, before the other Jedi could counsel him.

Desann later forged an alliance with Admiral Galak Fyyar of the Imperial splinter group known as the Empire Reborn, and Fyyar took him to his secret master, the former Procurator of Justice, Lord Hethrir. Hethrir overcame his xenophobia to make Desann his second in command, and tasked Desann with training several of Hethrir's Empire Youths: Force-sensitive individuals who had shown devotion to the Empire Reborn and had been "purified" by the extradimensional being known as Waru. Desann took one of the Youths, Tavion Axmis, as his apprentice.

In addition to training those with talent, Desann experimented with imbuing Force-weak Human Empire Youths (chosen by Hethrir for reasons of racial dogma rather than pragmatism) with dark side powers, using Artusian crystals and Sith alchemical secrets. To fulfill this twisted scheme, his forces captured Artus Prime, where the crystals were mined.

Kyle Katarn and Jan Ors were sent by Mon Mothma to investigate, before Ors was captured. Desann decided to use her to his advantage: when Kyle

attempted to rescue his partner, Desann intervened and easily beat Kyle by using only the Force and Katarn found himself on the receiving end of a Force Grip. Desann then ordered Tavion to kill her. Unbeknownst to Katarn, this was but a ruse to anger him and have him go to the Valley, and Jan Ors was retained aboard the Remnant flagship, the Doomgiver.

Thinking that his partner was dead, Kyle thirsted for revenge and in consequence traveled to the Valley of the Jedi, to regain his connection to the Force; but Desann was tracking him. The Dark Jedi brought his band of Empire Youth students with him to absorb the Valley's power, forming an army of dark warriors called The Reborn. He also took with him a small portion of his stormtroopers, and they became shadowtroopers, Force-sensitive soldiers armed with lightsabers and encased in cortosis armor enhanced by Artusian crystals.




Desann later attacked the Jedi Academy on Yavin 4. Despite Rogue Squadron's interference, Desann safely landed with most of his forces, and the army advanced on the Academy from three different directions. Desann and a small group of his minions fought into the heart of the Academy, leaving his subordinates to deal with New Republic troops and Jedi, the Dark Jedi Master entered the tunnels under the Great Temple, seeking the Force nexus underground. Kyle Katarn followed closely.

Desann successfully absorbed the power in the Yavin Force nexus before being confronted by Katarn. When Katarn revealed that even the elite shadowtroopers fell victim to the Academy's true Jedi, Desann realized he had underestimated Kyle. Desann tried to convert Katarn to his cause, but instead received a counter offer: Kyle invited Desann back to the Jedi. Enraged, Desann engaged Katarn in a duel, only to discover that his adversary's skill and power had grown beyond his own abilities. The duel ended when Katarn struck down the Dark Jedi, looking with sadness at his lifeless body.

Some of the Reborn who served under Desann would go on to join the Disciples of Ragnos, led by Desann's former apprentice, Tavion Axmis.

Enemies of the People: Seekers of the Valley of the Jedi

Shadowtrooper, Reborn

Medium humanoid (human), lawful dark


Armor Class 16 (Duravlex Assault Armor)
Hit Points 143 (19d8+57)
Speed 40 ft


STR DEX CON INT WIS CHA
19(+4) 17(+3) 17(+3) 12(+1) 13(+1) 16(+3)

Skills Acrobatics +7, Intimidation +7, Perception +9, Stealth +11
Damage Resistance Energy from unenhanced sources
Senses Darkvision 60 ft, passive Perception 19
Languages Galactic Basic
Challenge 9 (5,000 XP)


Avoidance. If the Shadowtrooper is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Shadowtrooper instead takes no damage on success, and half damage on failure.

Cortosis Weave. When the Shadowtrooper takes Energy damage, it is reduced by 4 (after resistance).

Forcecasting. The Shadowtrooper is a 5th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers, 23 force points). He knows the following force powers:

At-will: battle insight, force leap, force push/pull, resistance, saber reflect, saber throw, saber ward, shock
1st level: battle precognition, burst of speed, force jump, force reflect, sense force, slow descent
2nd level: force camouflage
3rd level: choke, force lightning

Sharpened Mind. The Shadowtrooper has advantage on saving throws against Force powers.

Actions

Multiattack. The Shadowtrooper makes four weapon attacks.

Martial Lightsaber. Melee Weapon Attack: +8, reach 5 ft, one target. Hit: 10 (1d10+4) Energy damage.

Unarmed Strike. Melee Weapon Attack: +8, reach 5 ft, one target. Hit: 8 (1d6+4) Kinetic damage. The Shadowtrooper may force the target to make a DC 16 Strength saving throw; on failure, it is either knocked prone or disarmed of one weapon it is holding (the Shadowtrooper's choice).

Reactions

Riposte. When a creature makes a melee weapon attack against the Shadowtrooper and misses, it can use its reaction to make one melee weapon attack against that creature.

Enemies of the People: Seekers of the Valley of the Jedi


Legendary Miraluka Inquisitor

Medium humanoid (Miraluka), Lawful Dark


Armor Class 17 (Composite Armor; 20 with battlemind)
Hit Points 298 (35d8+140)
Speed 30 ft


STR DEX CON INT WIS CHA
14(+2) 21(+5) 18(+4) 27(+8) 20(+5) 25(+7)

Saving Throws Int +15, Wis +12, Cha +14
Skills Deception +14, Insight +12, Lore +15, Perception +12, Persuasion +14
Damage Vulnerability damage from Light-aligned powers
Damage Resistance Psychic
Senses Truesight 120 ft, passive Perception 22
Languages Galactic Basic, five others
Challenge 22 (41,000 XP)


Forcecasting. The Inquisitor is a 20th-level forcecaster. His forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers, 87 force points). He knows the following force powers:

At-will: affect mind, battle insight, denounce, enfeeble, feedback, force disarm, force imbuement, force leap, force push/pull, guidance, mind trick, resistance, saber reflect, saber throw, shock, slow, sound trick
1st level: battle precognition, cloud mind, comprehend speech, curse, disperse force, fear, force jump, force propel, force reflect, heal, improved feedback, project, sap vitality, sense emotion, sense force, slow descent, telemetry, wound
2nd level: affliction, battle meditation, battlemind, coerce mind, danger sense, drain vitality, force blur, force camouflage, force concealment, force confusion, force sight, force throw, force vision, hallucination, improved saber throw, locate object, mind spike, probe mind, stun
3rd level: aura of vigor, bestow curse, call lightning, choke, dark aura, force lightning, force repulse, force suppression, force weapon, horror, plague, psychometry, sever force
4th level: drain life, hysteria, locate creature, mind trap, shocking shield, shroud of darkness
5th level: dominate mind, force breach, force meld, greater feedback, greater saber throw, improved battle meditation, siphon life, skill empowerment, stasis, telekinesis
6th level: crush, force chain lightning, mass coerce mind, mind prison, scourge, wrack
7th level: force lightning cone, master saber throw, ruin
8th level: dominate monster, earthquake, force link
9th level: master feedback

Force Interrogator. When the Inquisitor attempts to read the thoughts of a creature with a Force power, the target creature resists the effect with disadvantage.

Force Sight. The Inquisitor is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.

Legendary Resistance (3/Day). When the Inquisitor fails a saving throw, he can choose to succeed instead.

Makashi Defense. When the Inquisitor is hit by a melee weapon attack while wielding a lightsaber, he reduces the damage by (1d10 +22). This is factored after damage resistance or using Glancing Blow.

Master of Contention. As a bonus action, until the beginning of his next turn, the Inquisitor has resistance to energy, ion, and kinetic damage, and all attacks made against him are made at disadvantage.

Sharpened Mind. The Inquisitor has advantage on saving throws against Force powers.

Ysalamiri Bracing. The Inquisitor adds (1d10 +7) to his weapon's attack and damage rolls (included below).

Actions

Multiattack. The Inquisitor makes three lightsaber attacks. He can substitute two of them for a concentrated force blast.
Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 22 (1d10 +1d6 +12) Energy damage.
Concentrated Force Blast. Ranged Force Attack: +14 to hit, range 80/320 ft, one target. Hit: 22 (4d10) Force damage.

Reactions

Glancing Blow. When an attacker hits the Inquisitor with a weapon attack, the attack’s damage is halved.
Makashi Counter. When a creature makes a melee weapon attack against the Inquisitor and misses, he can use his reaction to make one melee weapon attack against that creature.

Legendary Actions

The Legendary Miraluka Inquisitor can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Inquisitor regains spent legendary actions at the start of his turn.
At-will Power. The Inquisitor casts one of his at-will powers.
Forcecasting (1 action per power level). The Inquisitor can cast a force power by spending a number of legendary actions equal to the power level.


Apotheosis Empowerment

If the Legendary Miraluka Inquisitor is Empowered by a Force Nexus, make the following changes to his stat block and increase his challenge rating to 25 (75,000 xp):

• The Inquisitor's bonus to Force Attack Rolls and Save DC both increase by +3.
• The Inquisitor casts 1st and 2nd level powers at base level without expending Force points.
• The Inquisitor's Force point maximum increases by 25.
• The Inquisitor is no longer limited in casting higher-level power slots each day.
• The Inquisitor gains the death field, mind blank, kill, precognition, and will of the force Force powers.
• At the beginning of his turn, while the Inquisitor is below his maximum hit points, he regenerates 30 hit points at the beginning of his turn. This does not function if the Inquisitor has taken damage from a Force power since the end of his previous turn.



Chistori Dark Jedi

Medium humanoid (Chistori), Balanced Dark


Armor Class 18 (natural armor; 21 with battlemind)
Hit Points 315 (30d8+180)
Speed 40 ft


STR DEX CON INT WIS CHA
22(+6) 20(+5) 23(+6) 18(+4) 16(+3) 24(+7)

Saving Throws Str +13, Dex +12, Con +13, Wis +10
Skills Acrobatics +12, Athletics +13, Deception +14, Insight +10, Intimidation +14, Lore +11, Perception +10, Persuasion +14, Stealth +12, Survival +10
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Senses Darkvision 60 ft, passive Perception 20
Languages Galactic Basic, five others
Challenge 23 (50,000 XP)


Aggressive. As a bonus action, the Dark Jedi can move up to his speed toward an enemy.

Artusian Crystal Barrier. The Dark Jedi's body is charged with protective Force energy that resists damage. Unless the damage from a single attack or effect equals or exceeds 20 points, the Dark Jedi takes no damage from it. If the Dark Jedi takes an amount of damage from a single attack or effect equal to or greater than his damage threshold, he takes damage as normal. A damaging Force power of Light alignment that exceeds this threshold deals double damage.

Brute Strength. The Dark Jedi deals an additional 7 (1d12) damage with all of his weapon attacks (included below).

Brutish Durability. The Dark Jedi adds 1d6 to all saving throws he makes.

Dun Möch. When a creature hits the Dark Jedi with an attack, it takes 6 psychic damage as long as the Dark Jedi is not incapacitated.

Forcecasting. The Dark Jedi is a 12th-level forcecaster. His forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers, 31 force points). He knows the following force powers:

At-will: affect mind, battle insight, break, feedback, force disarm, force leap, force push/pull, guidance, lightning charge, mind trick, resistance, saber reflect, saber throw, saber ward, seethe, shock, slow
1st level: battle precognition, burst of speed, cloud mind, curse, disperse force, dun moch, fear, force body, force jump, force reflect, heal, sense force, slow descent

2nd level: affliction, animate weapon, battle meditation, battlemind, force camouflage, force concealment, force sight, force throw, hallucination, improved saber throw
3rd level: choke, force lightning, force repulse, force suppression, knight speed, telekinetic storm
4th level: control pain, force immunity, freedom of movement, shocking shield
5th level: dominate mind, stasis, telekinesis
6th level: crush, force chain lightning, rage

Form: Juyo/Vaapad (Recharge 5-6). As a bonus action, the Dark Jedi can designate one creature within 30 feet as his prey. For 1 minute, the Dark Jedi has advantage on all attacks against the creature.

Form: Shien/Djem So. When the Dark Jedi hits a creature with a melee attack, and another creature is within 5 feet of the original target, the Jedi can choose to deal 6 energy damage to the second creature.

Ill-Tempered. When a creature scores a critical hit against the Dark Jedi, he has advantage on the first attack he makes against that creature before the end of his next turn.

Legendary Resistance (3/Day). When the Dark Jedi fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Dark Jedi makes four weapon attacks.

Greatsaber. Melee Weapon Attack: +13 to hit, reach 10 ft, one target. Hit: 19 (2d12 +6) Energy damage. On a critical hit, the attack deals three extra weapon dice (6d12 +6).

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft, one target. Hit: 16 (1d12 +1d6 +6) Kinetic damage. If the target creature is size Large or smaller, it must make a DC 21 Strength saving throw; on failure, it is knocked prone.

Legendary Actions

The Chistori Dark Jedi can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Dark Jedi regains spent legendary actions at the start of his turn.

At-will Power. The Dark Jedi casts one of his at-will powers.

Attack. The Dark Jedi makes a weapon attack.

Forcecasting (1 action per power level). The Dark Jedi can cast a force power by spending a number of legendary actions equal to the power level.

Mercenary Agents

Gangsters and syndicates, unfortunately, are not the only fickle relationships prone to threatening ends that face well-meaning freedom fighters in the galaxy.

In a galaxy continually plagued by war, one of the most lucrative self-employment paths remains the mercenary life. War can be profitable for those asked to fight in it, and with deep enough pockets, soldiers and specialists are happy to rally behind anyone. More often than not, the people with the money to pay them aren't doing so with good intentions. Gangsters like Jabba the Hutt and Dryden Vos made effective use of mercenaries as private contractors, handling dirty work like assassination and theft.

What's more, in an attempt to cut the historically-high costs of enforcement incurred by the use of clones and the accompanying war machines of the Republic, the Empire opted to contract routinely with the Bounty Hunter's Guild, offering government bounties for their fugitives rather than expending personnel and resources on most of their enemies. Licensed bounty hunters (such as Bossk) were granted Imperial Peace-Keeping Certificates, which certified them among peacekeeping authorities and allowed them paid access to the Imperial Enforcement DataCore: a galaxy-wide information network detailing the Empire, its agents, and their submitted intelligence.

Not all bounty hunters and mercenaries are willing to work for vicious employers like the Empire, but the numbers aren't favorable to the Rebellion; for every Dash Rendar, there's always a Dengar.

Trandoshan Commandos

At the height of the Clone War, the CIS had suffered major sabotage from the GAR's Republic Commandos, whose specialized training and preparation made them capable of wreaking all types of havoc with minimal casualties among their ranks. In response, they made their needs clear for a force capable of countering the republic commandos' capabilities, which drew the attention of various groups.

Rising to the call, trandoshan mercenaries with advanced combat training and armaments were the focal group brought forward in this capacity. While they partnered with trandoshan slavers and traditional warriors, these mercenaries were entirely unlike the stereotypes common to trandoshan hunters; they utilized coordinated combat tactics similar to those of the clone commandos and were practiced in door breaching, slicing, and other advanced abilities.

Supplied by Arakyd Industries, their weapons appeared to be anachronistic slug blasters (including the ACP Array/Scatter Gun, ACP Repeater Gun, and Heavy ACP Repeater) but actually utilized plasma cartridges instead of physical slugs, some with tracer ammunition. Some of these commandos also used LJ-50 Concussion Rifles as long-range weapons, though these were more rare. These weapons didn't historically see extensive use outside of these commandos; ammunition stores of the ACP Repeater gun were notedly volatile and explosive, and those of the Heavy ACP repeater were stored in 200-round magazines that were heavyweight and bulky.

While the need for trained counter-commandos dropped dramatically following the end of the war, the trandoshan specialists were noted as some of the fiercest foes to challenge the republic commandos.

Mercenary Agents

Trandoshan Commando Mercenary

Medium humanoid (Trandoshan), balanced dark


Armor Class 17 (composite armor)
Hit Points 102 (12d8+48)
Speed 30 ft.


STR DEX CON INT WIS CHA
14(+2) 19(+4) 18(+4) 14(+2) 16(+3) 8(-1)

Saving Throws Dex +7, Wis +6
Skills Investigation +5, Perception +6, Stealth +7, Survival +6, Technology +5
Senses darkvision 60 ft., passive Perception 16
Languages Galactic Basic, Dosh, one other
Challenge 5 (1,800 XP)


Explosive Death. When the trandoshan is reduced to zero hit points, it rolls a 1d6; on 5-6, its backpack energy cell explodes. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) Fire damage on a failed save, or half as much on a successful one.

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.

Snapshooting Master. The trandoshan's blaster attacks ignore up to three-quarters cover within 30 feet, and can be used to make opportunity attacks.

Actions

Multiattack. The trandoshan makes one rapid fire or two strike attacks. It can then throw a grenade as a bonus action, if available.

Rapid Fire. The trandoshan fires its subrepeater. The target must make a DC 15 Dexterity saving throw; on failure, it takes 11 (2d6+4) Energy damage.

Strike. Melee Weapon Attack: +7, reach 5 ft, one target. Hit: 8 (1d8+4) Kinetic damage. On a critical hit, the target must make a DC 15 Dexterity saving throw; on failure, it drops its held item.

Plasma Grenade (Recharge 5-6). The trandoshan throws a grenade, choosing a point within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 11 (2d10) Energy damage on a failed save, or half as much as on a successful one.

Fragmentation Charge (1/Day). The trandoshan spends thirty seconds setting a fragmentation charge, choosing whether to set it to a 6-second timer or sync it to a remote detonator. When detonated, the breaching charge explodes in a 15-foot cone. Each creature within the cone must make a DC 14 Dexterity saving throw, taking 50 (20d4) kinetic damage on a failed save or half as much on a successful one. If affixed to a creature, that creature has disadvantage on the saving throw. Objects, structures, and other surfaces have disadvantage on the saving throw. If affixed to the object, structure, or surface, it instead automatically fails this saving throw.

Reactions

Snapshot. When a creature moves to within 30 feet of the trandoshan, it can make an opportunity attack against them.


Trandoshan Heavy Mercenary

Medium humanoid (Trandoshan), balanced dark


Armor Class 18 (Fine Assault Armor)
Hit Points 152 (16d8+80)
Speed 25 ft.


STR DEX CON INT WIS CHA
18(+4) 17(+3) 20(+5) 10(0) 16(+3) 8(-1)

Saving Throws Str +6, Con +8
Skills Athletics +6, Intimidation +2, Perception +6
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 16
Languages Galactic Basic, Dosh
Challenge 8 (3,900 XP)


Enhanced Weapons. The trandoshan's weapons deal an extra 6 (1d10) damage (included below), and are considered enhanced for the purposes of ignoring damage resistance.

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.

Relentless (1/Day). If the trandoshan takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. The trandoshan regains a use of this feature if it reduces a creature to 0 hit points or inflicts a critical hit.

Actions

Multiattack. The trandoshan uses two rapid fire or three bayonet attacks. It can then use its bayonet as a bonus action.

Rapid Fire. The trandoshan fires its chaingun at a target within 60/240 ft. The target creature must make a DC 14 Dexterity saving throw; on failure, it takes 20 (3d10+3) Energy damage, or 3 Energy damage on success. If it rolls a natural 1, it instead takes maximum damage (33). If targeted at long range, the target creature makes the save with advantage.

Bayonet. Melee Weapon Attack: +7, reach 10 ft, one target. Hit: 13 (1d10+1d8+4) Kinetic damage. A target creature must make a DC 15 Strength saving throw, or falls prone on failure.

Mercenary Agents

Mercenary Master Thief

Medium humanoid (human), neutral balanced


Armor Class 16 (fiber armor)
Hit Points 204 (24d8+96)
Speed 30 feet


STR DEX CON INT WIS CHA
14(+2) 19(+4) 18(+4) 16(+3) 19(+4) 23(+6)

Saving Throws Dex +11, Con +8
Skills Deception +10, Insight +8, Intimidation +10, Investigation +7, Perception +8, Persuasion +10, Sleight of Hand +8, Stealth +8, Survival +8
Senses darkvision 60 ft, passive Perception 18
Languages Galactic Basic, four others
Challenge 10 (5,900 XP)


Alert. The Thief has a +5 bonus to his initiative, and cannot be surprised while he is not incapacitated.

Brave. The Thief has advantage on saving throws against fear.

Combat Superiority. The Thief can utilize the following combat maneuvers, attaching up to one maneuver on a given attack. Each maneuver deals 5 (1d8) bonus damage with save DC of 16.
Disarming Attack: The target must make a Strength saving throw. On a failed save, it drops its held weapon. The object lands at its feet.
Pushing Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, the target is pushed up to 15 feet away from the Thief.
Precision Attack: The Thief adds 1d10 to his attack roll, dealing no additional damage.
Trip Attack: If the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is knocked prone.

Disarming Swagger. The Thief has advantage on Charisma checks with creatures he is currently in combat with.

Roguelike. The Mercenary Master Thief has the following standard Operative class features: Avoidance, Cunning Action, and Uncanny Dodge.

Sneak Attack (1/Turn). The Thief deals an extra 18 (5d6) damage when he 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 Thief that isn't incapacitated and the Thief doesn't have disadvantage on the roll.

Standoff Cheat. When the thief rolls initiative, he can make one attack and move up to his speed before initiative is determined. The attack has disadvantage on a creature with the Bad Feeling feature.

Actions

Multiattack. The Thief makes three weapon attacks. He can then throw a grenade as a bonus action, if available.

Heavy Pistol. Ranged Weapon Attack: +8, range 40/160 ft, one target. Hit: 9 (1d8+4) Energy damage.

Tobias Beckett

A masterful human thief and pistolero, Tobias Beckett was charismatic contractor who ran heists professionally alongside his crew. Although he preferred to resolve conflict with diplomacy, he was a dangerous foe and is credited with killing bounty hunter Aurra Sing. Above all else, he was a survivor who quietly worked out angles that enabled him to come out ahead; he routinely shot first in standoffs and utilized distractions to get the upper hand.

He was briefly the mentor of Han Solo, whom he took a liking to and helped desert the conflict on Mimban; with Solo, Beckett's Ardennian pilot Rio Durant insisted upon bringing Chewbacca at the suggestion of having the wookie as hired muscle. It was Beckett who gifted Solo his signature DL-44 heavy pistol.

Beckett worked for the Crimson Dawn crime syndicate during the era of the Galactic Empire, though he imparted great caution into starting business relationships with them. He and his lover/heist partner Val spoke of retiring in peace when their work for the Crimson Dawn was done, but the heist on Vandor was a failure on account of the interception by pirate Enfys Nest. The disruption cost Beckett both Val and Durant, forcing him to promote Solo to his pilot.

When he and Solo ran a heist on Kessel in an attempt to compensate Dryden Vos for the lost coaxium, it concluded with a standoff between them; having learned Beckett's tells indicating a surprise attack, Solo shot first, killing Beckett.


Strike. Melee Weapon Attack: +6, reach 5 ft, one target. Hit: 6 (1d6+2) Kinetic damage. The target must make a DC 14 Strength saving throw; on failure, it is stunned until the beginning of the Thief's next turn.

Plasma Grenade (Recharge 6). The Thief throws a grenade, choosing a point within 40 feet. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 33 (6d10) Energy damage on a failed save, or half as much as on a successful one.

Legendary Actions

The Mercenary Master Thief can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Thief regains spent legendary actions at the start of his turn.

Attack. The Thief makes a weapon attack.

Distraction (Costs 2 Actions). The Thief causes a distraction. All creatures of his choice within 30 feet must make a DC 18 Wisdom saving throw. On failure, until the beginning of the Thief's next turn, the creature's attacks against the Thief are made at disadvantage. The Thief's first attack against a distracted creature is made at advantage.

Move. The Thief moves up to his speed.

Mercenary Agents

Fennec Shand

The human assassin, mercenary, and bounty hunter known as Fennec Shand began her career some time before the end of the Clone Wars, and contracted for many high profile individuals and top crime syndicates. A top-tier marksman and infiltrator, Shand could even hit her targets while airborne. In the early days of the Galactic Empire, Shand's bounty hunting put her at odds with Clone Force 99, and even against their skill, she demonstrated herself a worthy and relentless adversary. The sheer weight of her reputation often made those considering opposing her think twice.

Almost three decades later, she hadn't lost her edge, and clashed with bounty hunters Din Djarin and Toro Calican on Tatooine. While she attempted to manipulate Calican into betraying Djarin over the Mandalorian's larger bounty, Calican did indeed turn on Djarin-- after shooting Shand and leaving her for dead. In a stroke of luck, Shand was discovered and saved by the recovering bounty hunter Boba Fett, who replaced her wounds with cybernetic augmentations. In return, Shand served as Fett's partner in what appeared to be an respectful and effective relationship.

Following a skirmish against Moff Gideon's Imperial remnant on Tython, Fett and Shand agreed to aid Djarin in rescuing his foundling, Grogu, from the Moff. This led her to be involved in future missions with Djarin, which included the infiltration and attack on an Imperial Remnant on Morak. Despite their past, Shand mirrored Fett's honorable and respectful treatment of Djarin. In the rescue of Grogu, Shand would hold the line against Third-Generation Dark Troopers before meeting face-to-face with Jedi Master Luke Skywalker.

With their debt paid, Shand and Fett returned to Tatooine to take control of Jabba's Palace, and served as his right hand while he held the title of Daimyo.


Elite Mercenary Assassin

Medium humanoid (human), lawful balanced


Armor Class 20 (Improved Fiber Armor)
Hit Points 248 (33d8+99)
Speed 45 feet


STR DEX CON INT WIS CHA
13(+1) 23(+6) 17(+3) 17(+3) 20(+5) 17(+3)

Saving Throws Dex +11, Con +8, Wis +10
Skills Acrobatics +11, Investigation +8, Perception +10, Persuasion +8, Piloting +8, Stealth +11
Senses darkvision 60 ft, passive Perception 20
Languages Galactic Basic, Huttese, three others
Challenge 14 (11,500 XP)



Commando. While prone, the Assassin has a crawling speed equal to her movement speed, advantage on Dexterity (Stealth) checks, and no longer has disadvantage on ranged attacks against targets within 30 feet.

Enhanced Weapons. The Assassin's weapon attacks deal 5 (1d8) bonus damage (included below).

Relentless (1/Day). If the Assassin takes 15 damage or less that would reduce her to 0 hit points, she is reduced to 1 hit point instead.

Roguelike. The Elite Mercenary Assassin has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, Elusive, and Uncanny Dodge.

Sharpshooting Mastery. The Assassin’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on her ranged weapon attack rolls.

Snapshooting Mastery. The Assassin can use her blaster weapons when making opportunity attacks. She does not suffer disadvantage on ranged attacks when a hostile creature is within 5 ft of her.

Sneak Attack (1/Turn). The Assassin deals an extra 32 (7d8) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Assassin that isn't incapacitated and the Assassin doesn't have disadvantage on the roll.

Vicious Assault. Each time the Assassin makes a successful attack, rolls for damage, and rolls the maximum value, she deals an additional 3 damage of the same type.

Actions

Multiattack. The Assassin makes one sniper rifle attack, or two strike or hold-out attacks. She may then make a vibroknife attack.

Keen Sniper Rifle. Ranged Weapon Attack: +13, range 200/800 ft, one target. Hit: 17 (1d12+1d8+6) Energy damage. The attack is a critical hit on rolls of 17-20.

Superior Hold-Out. Ranged Weapon Attack: +14, range 30/120 ft, one target. Hit: 16 (1d8+1d4+9) Energy damage.

Strike. Melee Weapon Attack: +11, range 5 ft, one target. Hit: 15 (2d8+6) Kinetic damage. The target must make a DC 19 Strength saving throw; on failure, it is either knocked prone, disarmed of an item it is holding, or stunned until the beginning of the Assassin's next turn (the Assassin's choice).

Brutal Vibroknife. Melee or Ranged Weapon Attack: +11, reach 5 ft or range 30/60 ft, one target. Hit: 13 (1d4+1d8+6) Kinetic damage. On a critical hit, the attack deals three additional damage dice (5d4+1d8+6). If thrown, this attack cannot be used again until the weapon is collected by the Assassin.

Legendary Actions

The Elite Mercenary Assassin can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Assassin regains spent legendary actions at the start of her turn.

Attack. The Assassin makes a weapon attack.

Move. The Assassin moves up to her speed without inciting opportunity attacks.

Search. The Assassin makes an Intelligence (Investigation) or Wisdom (Perception) check.

Mercenary Agents

TC-SC Infiltration Droid

Manufactured by Cybot Galactica, the TC-SC Infiltration Droid was a devious model of espionage droid designed for subterfuge and espionage tasks too challenging to breach by less-advanced droids. In its regular state, its design heavily resembled an inconspicuous third-degree droid often working in the backdrop of office and other white-collar locations, with an oversized and featureless faceplate and simple red photoreceptors that further sold the presentation of its innocuous presence.

The TC-SC model was programmable for a variety of genders and behavioral ranges, but was often quiet, conciliatory, and docile. Under this facade, they were all programmed and prepared for tasks of intelligence gathering, counterintelligence, stealth infiltration, acting and lying, basic combat, and a variety of assassination styles. Their greatest tool in these pursuits were their onboard multispectrum disguise suite, which was capable of flawlessly mimicking the appearance of any humanoid droid or being, and could even mimic specific individuals.

The programming systems of the TC-SC was tempermental and relatively delicate, requiring routine maintenance and frequent memory wipes to prevent them from becoming delusional; noted TC-SC malfunction routines included conditioning themselves to believe that they were actually who they were impersonating.

Other than their utility as infiltrators, TC-SC droids were bought up by dignitaries and politicians for use as decoys to shield them from assassination attempts. A TC-SC droid, swapped in place with the humanoid it was imitating, could draw away assassins, fall to their weapons to create a false victory, or (if sufficiently equipped) return fire with prejudice.

Mired in implications that were frightening to many, the droid was somewhat rare due to restrictions put in place by the Empire, though the Empire itself used a small number of them to fill various roles. The Imperial Security Bureau had several of the droids in service, but two deserted their assignments in the Outer Rim and pursued their own rogue agendas.


TC-SC Infiltration Droid

Medium droid (class IV), any alignment


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


STR DEX CON INT WIS CHA
12(+1) 14(+2) 14(+2) 18(+4) 15(+2) 16(+3)

Saving Throws Dex +4, Wis +5
Skills Deception +7, Perception +4, Persuasion +5, Sleight of Hand +4, Stealth +6, Technology +6
Damage Vulnerabilities Ion
Damage Resistances Necrotic, Poison, Psychic
Condition Immunities Poisoned, disease
Senses darkvision 60 ft, passive Perception 14
Languages Galactic Basic, five others
Challenge 2 (450 XP)


Acquired Weapons. The droid can use any blaster or vibroweapon it acquires.

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

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

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

False Appearance. While the droid is without disguise and unarmed, it is indistinguishable from a normal protocol droid to creatures unfamiliar with it.

Sneak Attack (1/turn). The droid deals an extra 4 (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 droid that isn't incapacitated and the droid doesn't have disadvantage on the roll.

Surprise Attack. If the droid 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 droid makes two attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120 ft, one target. Hit: 5 (1d4+2) Energy damage.

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

Multispectrum Disguise (Recharge 5-6). The droid casts the holographic disguise tech power. Its casting ability for this power is Intelligence.

Mercenary Agents

Mercenary Triggerman

Medium humanoid (human), chaotic balanced


Armor Class 19 (unarmored defense)
Hit Points 150 (20d8+60)
Speed 30 ft.


STR DEX CON INT WIS CHA
13(+1) 20(+5) 16(+3) 14(+2) 16(+3) 19(+4)

Saving Throws Str +4, Dex +8, Cha +7
Skills Acrobatics +8, Deception +7, Insight +6, Perception +6, Persuasion +7, Piloting +5, Sleight of Hand +8, Stealth +8
Senses darkvision 60 ft, passive Perception 16
Languages Galactic Basic, one other
Challenge 7 (2,900 XP)


Keen Combo. When the Mercenary Triggerman deals a critical hit, he has advantage on all subsequent attacks this turn.

Multitasker. The Mercenary Triggerman has two reactions each round. He can only use one reaction on a given turn.

Roguelike. The Mercenary Triggerman has the following standard Operative class features: Avoidance, Bad Feeling, Cunning Action, Elusive, and Uncanny Dodge.

Sharpshooting Mastery. The Mercenary Triggerman’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on his ranged weapon attack rolls.

Snapshooting Mastery. The Mercenary Triggerman can use his blaster weapons when making opportunity attacks. He does not suffer disadvantage on ranged attacks when a hostile creature is within 5 feet of him.

Actions

Multiattack. The Mercenary Triggerman makes an attack with his shoulder cannon. He can then make three attacks with his blaster pistol or strike. He can forgo up to two attacks to daze with his following attack this turn.

Blaster Pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft, one target. Hit: 9 (1d6+5) Energy damage.

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

Shoulder Cannon. Ranged Weapon Attack: +8 to hit, range 60/240 ft, one target. Hit: 10 (1d8+5) Energy damage.

Daze. The Mercenary Triggerman targets a creature within his weapon's range that has a head. The next time the Mercenary Triggerman makes a successful weapon attack against the target this turn, the creature must succeed on a DC 16 Constitution saving throw or become incapacitated until the end of its next turn or until it takes damage, whichever happens first. If the Mercenary Triggerman forgoes two attacks before using Daze on an attack, the target creature makes the save with disadvantage.

Reactions

Shoulder Cannon. When the Mercenary Triggerman is hit by an attack or fails a saving throw imposed by a creature, he can make an attack with his shoulder cannon against the attacking creature if it is visible and within range.

Snark. When the Mercenary Triggerman succeeds on a saving throw, or an attacker he can see misses him with an attack, he can impose a DC 15 Wisdom saving throw if the attacker can hear him. On failure, the creature takes 1d4 Psychic damage.

Migs Mayfeld

The human mercenary Migs Mayfeld started his career of violence in service to the Imperial Army as a sharpshooter. During that service, he served under Imperial officer Valin Hess as a field operative, and was present on Burnin Konn during Operation: Cinder. His division-- five to ten thousand soldiers-- were killed as collateral damage during the Operation. Despite Mayfeld's division being hailed as heroes, Mayfeld harbored misgivings and pained regret over the loss, and deserted the Empire shortly afterward.

Becoming a mercenary, he served for several years in the employ of Ranzar Malk, who spoke very highly of Mayfeld's abilities. His work with Malk would bring him into contact with Din Djarin, who he would attempt to double-cross in a raid of a New Republic transport. After his failure and capture, he would later be relieved from his salvaging work sentence by Djarin, Cara Dune, Boba Fett, and Fennec Shand to assist in finding Moff Giddeon's ship.

Their fact-finding mission led them to Morak-- including a dicey theft of the Juggernaut Transport hauling highly-explosive rhydonium-- and an unforeseen meeting where Mayfeld and the unmasked Djarin met Valin Hess. When Mayfeld confronted Hess about Operation: Cinder and the catastrophic loss of life, Hess was entirely unphased by the carnage and mentioned that the rhydonium would pave the way for far greater devastation. Without skipping a beat, Mayfeld shot him dead. He and Djarin shot their way out, escaped, and destroyed the facility by detonating the rhydonium. For his efforts, Cara Dune claimed she would report he had died in action, effectively giving him a fresh start.

Mayfeld was crafty, cunning, and serious about his work, but also prone to joking in snark and condescension about those around him (just shy of provocation). He was also an elite gunman and near-perfect shot with a wide variety of blasters. His signature weapons were akimbo blaster pistols, paired with a backpack-mounted auto blaster; although each were less powerful than most rifles or heavy weapons, the three in unison allowed him to unleash a rapid barrage with precision accuracy using cheap, easily-maintained firearms.

Tactics of the Rebellion

Tactics of the Rebellion

With far less resources and personnel to match the Empire's sheer dominance, the Rebellion focuses on adapting effective tactics to counter core Imperial strategy with smarter fighting. A rebel platoon may not be armed with the right weapons to take down an AT-ST effectively, but with the right strategies in place, they can still bring it down and win the skirmish.

This section is for DMs looking to run combat sessions where poorly-outfitted NPCs utilize advanced tactics to counter an enemy's superior firepower. It also suggests ideas about features to give units, objects that might be present on a battlefield, and may influence how players build and play their characters.

Use of Terrain

The first focus of Rebellion tactics is to ensure that the approach to a skirmish is made as best as possible, so that combat will already begin with its maximum advantages.

Utilizing any Elevation benefits, ensuring the presence of cover for a ground advance, noting lapses in guard placement or defensive coverage, keeping note of their target objectives, and marking several safe escape routes / extraction zones are all vital in launching an effective ground attack.

Cover Focus

The fundamental strength of rebel infantry is its ability to utilize cover properly. Cover provides additional armor class, bonuses to Dexterity saves, and obstruction for those trying to hide.

In a given battlefield, cover comes in many forms: in rocky terrain and foliage in the natural world, or crates, doorways, or other cargo in industrial areas. Moving between covered spots and focusing fire on flanking enemies is essential to maintaining its protection.

Staying low is another way to stay alive in dire stealth situations, or in combat where blaster fire is filling the air. Crouching (going prone) is an effective way evade most ranged attacks, though it creates vulnerability to melee attackers. Paired with the Commando feat, a crouching/prone soldier is essentially permanently under the Dodge action's benefits with no penalties other than risk from melee attacks.

Observing this combination, take another look at the Rebel Commando stat block listed in the Strength in Hope segment: you can easily recognize how rank-and-file Imperials seem to miss so many shots.

Befriending Locals

One of the greatest strengths of the Rebellion is the ability to unify: a power granted to them by the oppressive presence the Empire imposes upon countless masses.

The makeup of a rebel squad often includes aliens utilizing different weapons than the core rebel loadout, who might have a better concept of the battlefield, its secrets, and its resources.

It may not seem like much, but consider the Ewoks: in an age of immeasurable scientific achievement and interstellar exploration, it was the intervention of a tribal type-0 civilization that bridged the gap between victory and defeat. That victory exposed the vulnerability that brought about the utter destruction of the largest battle station and planet-destroying weapon of its kind, with its earliest designs reaching back to ancient Sith cultures (that potentially predated the Ewoks themselves).

Rebels will always recognize the value of allies who answer the rallying call, regardless of appearances. Someone willing to fight (and likely die) beside you for the end of oppression is someone to be grateful for.

As a DM, this may come across as tedious extra work to manage in a given battle, with various unit types to track, but the benefit in presentation to your players is easily recognized.

Item Use

Handheld items, especially enhanced ones, make all the difference in ground combat.

Grenades are particularly valuable disposable weapons that come in an array of damage types, capable of turning the tide of a struggling battle. A grenade is best utilized when:

  • There are three or more enemies within a target blast radius
  • There is an enemy behind cover
  • There is an enemy with high armor class
  • There is a target vulnerable to the grenade's damage type
  • There is a volatile terrain object that can harm multiple enemies upon destruction


Grenades aren't uncommon to find on Imperial troopers, either, so they can be a readily-available source of additional firepower to recover in the midst of combat. In addition, their functionality with the Explosives Fighting Style-- which maximizes damage with saving throw critical failure and allows a grenade to be thrown as a bonus action-- is an extremely potent feature in combat engagements where grenades are both viable and available.

Mines serve similar purposes, but are best used to set up traps in a given space when combat is anticipated to begin shortly after. In tandem with a remote detonator, mines can be used creatively, such as clearing terrain or demolitions when charges are unavailable or too time-consuming to utilize.

Consumables like medpacs, stims, and other supplements can keep the attrition of battle at bay or boost a unit into superior ability. Medical consumables are best kept with a small number of support units who can act as field medics in the heat of combat. For combat-application consumables, identifying who benefits most from it should be handled beforehand; if there isn't enough supply to give similar doses to all creatures who can make use of it, supply by hierarchy of effectiveness.

Fallen enemies may also have exactly what a task requires: a slain demolitions trooper might have been using a rocket launcher, which would work quite well against the AT-ST it was escorting; a slain jump trooper's jetpack might be exactly what a rebel sniper needs to get to a towering vantage point.

Consumables that might be available to be pillaged from fallen enemies (generally humanoid) are correlated to their challenge rating.

  • CR5 or greater: premium consumable
  • CR9 or greater: prototype consumable
  • CR13 or greater: advanced consumable
  • CR17 or greater: legendary consumable
  • CR20 or greater: artifact consumable


The best way to get to know the options available to you in Star Wars 5e is to examine the item tables, such as the Adventuring Gear section of the Loot Tab on SW5e.com, and explore its contents with your play style in mind.

Tactical Retreat

Ultimately, not all battles can be won (or some objectives need immediate removal from the combat theater). The Rebellion knows when to break off their attack so they can still fight another day.

Dashing away from combat is useful, but using cover where possible is still necessary. Getting some good distance during a tactical retreat is the perfect window to set mines down to buy time; when one mine is triggered, the Empire will hesitate and begin ground checks before they advance at a more cautious rate.

It's also not unheard of for someone to make the hero play: to stand their ground in a final act of defiance and buy time for everyone else, sacrificing their own lives for their comrades. While most imperials will immediately lay enough fire upon such lone "heroes" to reduce them to ash, some might focus on stunning and capturing them for torturous interrogations.

Backwater Beasts

Any rebel who has scouted for new potential base locations in habitable worlds is likely to tell you the same thing: no matter how barren, desolate, and remote a planet may be, it more than likely is inhabited by some strange form of life. More often than not, that life has no concept of humanoids, other than their semblance to a tasty morsel.

Backwater Beasts takes a look at creatures from the fringe, as well as a couple terrifying creatures whose existence is a unique phenomenon.

Colo Claw Fish

Found in the oceanic depths of both Naboo and Odona, the Colo Claw Fish (sometimes spelled Colo Clawfish) is a titanic eel species with a crocodile-like head, enormous mandibles on the sides of its jaws, bioluminescent patterns along its tail, and retractable eyestalks. At maturity, the average colo was 40 meters in length. They had a large number of imposing fangs which released a paralytic venom; their digestion was too slow to consume live prey, and it wasn't unheard of for such prey of indiscriminate colos to consume the giant from the inside out. It used its mandibles to force its prey into its mouth, and its enormous jaw could unhinge to swallow most anything.

The colo claw fish often hunted as an ambush predator, luring in creatures like young opee sea killers with its bioluminescent spots. In Naboo's oceanic ecosystem, it was second in size only to the colossal sando aqua monster. Unlike the sando, the colo did have a unique weapon: it could stun creatures with an intense hydrosonic screech, leaving them vulnerable for the colo to close distance and feed.

Valuable Catch. Colo claw fish were considered to be a fine delicacy of delicious taste by both Sullustans and humans. Their eggs were also a delicacy enjoyed by the wealthy, as was the case with Dryden Vos. This financial value is perhaps why they were found living on multiple planets.


Colo Claw Fish

Gargantuan beast, unaligned


Armor Class 16 (natural armor)
Hit Points 203 (14d20 +56)
Speed 0 ft., swim 60 ft.


STR DEX CON INT WIS CHA
20(+5) 18(+4) 18(+4) 5(-3) 12(+1) 8(-1)

Saving Throws Str +9, Con +8
Skills Investigation +1, Stealth +8, Survival +5
Senses blindsight 30 ft., darkvision 90 ft., passive Perception 11
Languages
Challenge 9 (5,000 XP)


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

Bioluminescence. The Colo Claw Fish radiates dim light in a 10 foot radius.

Paralytic Venom. When a creature starts its turn restrained by the Colo Claw Fish, it must make a DC 16 Constitution saving throw, becoming poisoned on failure. While poisoned in this way, a creature is paralyzed and takes 21 (6d6) Poison damage at the beginning of its turns. The poison lasts for up to an hour, and the creature can reattempt the save at the beginning of its turns.

Powerful Jaws. Creatures restrained by the Colo Claw Fish have disadvantage on saving throws to end the effect.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 31 (4d12+5) Kinetic damage. The target creature must make a DC 17 Strength saving throw, or is restrained by the Colo Claw Fish.

Thrash. The Colo Claw Fish thrashes violently at its surroundings. All creatures within 20 feet of the Colo Claw Fish must make a DC 16 Dexterity saving throw, taking 28 (5d8+5) Kinetic damage on failure or half as much on success.

Hydrosonic Screech (Recharge 5–6). The Colo Claw Fish releases a shrill screech in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) Sonic damage on a failed save, or half as much damage on a successful one. A creature that fails this save is also Stunned and Deafened for up to 1 minute, and can reattempt the save at the beginning of its turns.



The Gorog

Its origin unknown, the colossal entity known as The Gorog was rare enough that only one observed specimen existed, held as an arena beast by Baron Merillion Tarko on Cato Neimodia.

The Gorog was described in the Reegau tribe’s religious text “Yorgalock,” the Gorog was formed by a creator deity that intended to create a being greater than itself, but was crushed under the Gorog’s fist-- the text explicitly painted the Gorog as an apocalyptic entity, “the end of all things.

Of immense size and power, the Gorog was easily able to grasp a fully-grown rancor in its hand and consume the beast. Its frame was hunched over and apelike, with a heavily-muscled torso and forearms, and more skeletal upper arms and legs. Its jaws were cornered by enormous tusks, and its face was slightly humanoid in

appearance. In an attempt to control it, Tarko had the beast’s arms cuffed to experimental restraints following a failure in establishing a surgical control chip in the creature’s brain. A metal plate covered the scarring of the procedure.

Tarko deployed the Gorog to kill the clone of Galen Marek, who evaded the towering beast’s blows. When Marek damaged the plating protecting the Gorog’s skull and damaged its head, the Gorog went berserk and destroyed much of the arena, consuming Tarko in the process. As they plummeted towards the canyons below, Marek accelerated himself to tear through the Gorog’s torso, apparently killing it. When bounty hunter Boba Fett arrived in pursuit, the Gorog reawakened-- having a second heart, by Fett’s scans-- and resumed its rampage. Fett fired his jetpack-mounted rocket to tear open a wound in the Gorog’s torso, and-- as Marek had-- used his jetpack to tear through the creature, killing it again.



Gorog

Gargantuan beast, unaligned


Armor Class 16 (natural armor)
Hit Points 693 (42d20+252)
Speed 50 ft., climb 50 ft.


STR DEX CON INT WIS CHA
30(+10) 10(+0) 24(+7) 6(-2) 10(+0) 6(-2)

Saving Throws Str +18, Con +14, Wis +8
Skills Athletics +18
Damage Resistance damage from powers
Damage Immunity Energy, Ion, and Kinetic from unenhanced weapons
Senses darkvision 120 ft., passive Perception 10
Languages
Challenge 27 (105,000 XP)


Ability Resistance. The Gorog has advantage on saving throws against powers and other enhanced effects.

Apex Weapons. The Gorog's weapon attacks ignore damage resistance and immunity.

Berserk. Whenever the Gorog has half its maximum hit points or fewer and starts its turn or a creature inflicts a critical hit against it, roll a d6. On a 6, the Gorog goes berserk. On each of its turns while berserk, the Gorog attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. While berserk, the Gorog’s attacks deal bonus damage. Once the Gorog goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Containment Measures. While the Gorog has at least half its maximum hit points or more, it treats critical hits it takes as normal hits. When it has less than half its maximum hit points, it takes double damage from critical hits.

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

Second Heart (1/Day). The first time the Gorog is reduced to 0 hit points, roll a d4. On 4, the Gorog appears dead and reawakens 1d12 days later with 30 hit points.

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

ACTIONS

Multiattack. The Gorog uses its Frightful Presence and makes three attacks: two with its claws, and one with its bite. It can use its swallow instead of its bite.

Claw. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 37 (6d8 +10) Kinetic damage. The Gorog can choose to deal half damage and be grappling the target (escape DC 24). It can grapple up to four targets at a time. While the Gorog is berserk, the attack deals 64 (12d8 +10) Kinetic damage instead.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target grappled by the Gorog. Hit: 36 (4d12 +10) Kinetic damage. If the target is a creature, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, and the Gorog can't bite another target. While the Gorog is berserk, the attack deals 62 (8d12 +10) Kinetic damage instead.

Slam. The Gorog targets a point within 30 feet and slams its arms down upon it. All creatures within 25 feet of the target point must make a DC 26 Dexterity saving throw, taking 46 (8d8 +10) Kinetic damage on failure or half on success. A flying creature who fails the save takes 18 (4d8) additional Kinetic damage and falls to the ground, and all creatures who fail are knocked prone. While the Gorog is berserk, the initial damage is instead 82 (16d8 +10) Kinetic damage.

Throw Boulder. The Gorog launches a huge cube of debris at a target point within 400 feet. Each creature within 5 feet of the target point must make a DC 24 Dexterity saving throw, taking 24 (4d6 +10) Kinetic damage on failure, or half as much on success. A flying creature that fails this save falls to the ground and is knocked prone. While the Gorog is berserk, this attack deals 38 (8d6 +10) Kinetic damage instead.

Swallow. The Gorog 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 Gorog, and it takes 35 (10d6) acid damage at the start of each of the Gorog's turns. If the Gorog takes 25 damage or more on a single turn from a creature inside it, the Gorog 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 Gorog. If the Gorog dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.

Frightful Presence. Each creature of the Gorog's choice within 120 feet of it 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, with disadvantage if the Gorog 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 Gorog's Frightful Presence for the next 24 hours.

https://i0.wp.com/geek.pizza/wp-content/uploads/2015/09/Gorog.jpg The Gorog (Screenshot) Star Wars: The Force Unleashed II - Teaser Trailer



Joopa Worms of Seelos

Joopas (or Joopa Worms) were a non-sentient species of giant, subsurface-dwelling worm-like creatures on Seelos. They grew to wildly large proportions, with observed specimens as large as 21 meters in length. They sported arachnid-like crowns of bright red eyes, long pink barbed tongues, and rigid upper carapaces protecting their otherwise-tender anatomy.

They had no real teeth but instead relied on an array of mandibles, and used their tongues to capture, retract, and swallow prey whole; they were capable of capturing prey in this fashion, both while remaining underground or after breaching the barren's surface. After capturing their prey, Joopas would retreat back underground and digest it in safety. Some accounts suggest that they were uniquely fond of Lasat meat.

Big Game Hunting. Joopa meat was considered to be a delicacy, and despite the danger they posed, joopa hunting emerged as a form of big game hunting culture. Following the transition from the Republic to the Empire, several former clone soldiers led by ARC trooper CT-7567 ("Rex") settled on Seelos, living out of an AT-TE converted into a living space and hunting vehicle specially-designed for joopa hunting.



Joopa

Gargantuan beast, unaligned


Armor Class 18 (natural armor)
Hit Points 165 (10d20 +60)
Speed 20 ft., burrow 50 ft.


STR DEX CON INT WIS CHA
24(+7) 7(-2) 22(+6) 1(-5) 8(-1) 4(-3)

Saving Throws Str +10, Con +9
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Senses blindsight 30 ft., tremorsense 90 ft., passive Perception 9
Languages
Challenge 8 (3,900 XP)


Many-eyed. The Joopa has advantage on saving throws made against being blinded.

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

Tunneler. The Joopa can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake.

Actions

Multiattack. The Joopa makes two attacks with its Bite. It can replace one with a Tongue attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 +7) Kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Joopa. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Joopa, and it takes 4 (1d6) Acid damage at the start of each of the Joopa's turns.
If the Joopa takes 30 damage or more on a single turn from a creature inside it, the Joopa 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 wurm. If the Joopa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Tongue. Melee Weapon Attack: +10 to hit, reach 25 ft., one target. Hit: 12 (1d8 +7) Kinetic damage. The target is restrained (escape DC 16). As part of the same action, if the target creature is size Large or smaller, the Joopa can pull the target up to 25 feet closer.

Thrash. The Joopa thrashes violently at its surroundings. All creatures within 15 feet of the Joopa must make a DC 16 Dexterity saving throw, taking 16 (2d8+7) Kinetic damage on failure or half as much on success.


Jotaz

Large beast, unaligned


Armor Class 16 (natural armor)
Hit Points 105 (10d10 +50)
Speed 25 ft., climb 10 ft.


STR DEX CON INT WIS CHA
19(+4) 13(+1) 20(+5) 6(-2) 12(+1) 11(0)

Skills Athletics +7, Intimidation +3, Survival +4
Damage Resistances Cold; Kinetic from unenhanced sources
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 5 (1,800 XP)


Brave. The jotaz has advantage on saving throws to resist the frightened condition.

Brute Force. The jotaz deals an additional (1d10) damage with its weapon attacks (included below).

Brutish Durability. The jotaz adds 1d6 to all saving throws it makes.

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

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

Actions

Multiattack. The jotaz uses its Frightful Presence, and then makes two attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) Kinetic damage.

Frightful Presence. Each creature of the jotaz's choice that is within 60 feet of the jotaz and aware of it must succeed on a DC 15 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 jotaz's Frightful Presence for the next 24 hours.

Reactions

Shrug Off. When the jotaz would take energy, kinetic, or ion damage, it may use its reaction to roll a d4 and subtract the value from the damage taken, to a minimum of 1.














Jotaz of Zeffo

Jotaz were a species of large, territorial, and vicious predators found on the planet Zeffo, who were hardy enough to live in any of the planet's varying surface climates or in its intricate subterranean caverns. Their dense hides and powerful forearms gave them dominance in close-quarters combat, where they utilized their sheer strength to overwhelm and brutalize their prey.

Natural bullies, jotaz attacked anything that moved in their held territory. Most creatures only survived encounters with Jotaz by exploiting their lumbering clumsiness; Jotaz speed was only reliable in straight movements, and their poor reflexes and eyesight made them vulnerable to parrying and surprise attacks.

While most jotaz sported a grey-and-navy set of markings that granted some level of camouflage to Zeffo's shady natural lighting, some specimens who suffered from infectious diseases developed markings of more vibrant colors like yellows and greens.

Backwater Beasts

Mine Crabs of Artus Prime

Artusian Mine crabs were small but dangerous scavengers who lived within the subterranean levels of Artus Prime. They did not aesthetically resemble crabs or crustaceans, and instead scuttled about on three scythe-like appendages. Mine crabs possessed large mouths-- the dominant feature of their bodies-- lined with sharp teeth. Their eyes were presented in the color spectrum between red and purple.

Due to scarcity of food, mine crabs often had to hunt isolated prey, including humans, and worked in swarming groups to accomodate for their individual weakness. They were also captured by various hunters and poachers who would sell them as novelty pets, often to buyers who would pit them against each other for sport.


Mine Crab

Tiny beast, unaligned


Armor Class 13 (natural armor)
Hit Points 11 (3d4 +3)
Speed 25 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
11(0) 14(+2) 12(+1) 4(-3) 10(0) 7(-2)

Damage Immunity Poison
Condition Immunity Disease, Poisoned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages
Challenge 1/8 (25 XP)


Keen Smell. The mine crab has advantage on Perception checks using smell.

Many-eyed. The mine crab has advantage on saving throws made against being blinded.

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

Actions

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


Mine Crab Swarm

Large swarm of tiny beasts, unaligned


Armor Class 15 (natural armor)
Hit Points 60 (8d10 +16)
Speed 25 ft., burrow 10 ft.


STR DEX CON INT WIS CHA
16(+3) 17(+3) 14(+2) 4(-3) 10(0) 7(-2)

Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Damage Immunity Poison
Condition Immunity Blinded, Charmed, Disease, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
Languages
Challenge 3 (700 XP)


Keen Smell. The swarm has advantage on Perception checks using smell.

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

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 mine crab. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. The swarm makes five bite attacks, or two if it is below half its maximum hit points.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) Kinetic damage.

Bull Rancors

An exceptionally-rare subspecies (or possible convergent mutation) of the common Dathomir rancor, the Bull Rancor was much larger than its common kin. Of the few noted sightings of them, they were found on Dathomir and on the jungle world of Felucia. When prey was scarce, they would revert to grazing on edible flora; it is possible that the dietary adaptation from an otherwise mixed-omnivore was responsible for its massive stature and pale coloration. Along with paler flesh, the bull rancor was marked by its elongated tail, numerous jawline tusks, and the males' immense horns that sprouted from their massive heads. They had extremely tough hides that opened to vulnerabilites around the mouth and eyes.

These generally solitary, territorial creatures were incredibly aggressive and dangerous, even to other rancors, and chose resting places that were threatening enough to drive away outsiders. The Felucian bull rancor chose an immense rancor graveyard as its home, and even other rancors feared drawing too close to it.

Native cultures of Dathormir and Felucia believed that bull rancors were incapable of being captured or tamed, but as demonstrated with Padawan Maris Brood, they were capable of forming bonds with those willing to approach them on their terms. In such bonds, bull rancors develop deep attachments and are violently loyal to (and defensive of) their bond partners.

The Mutant Rancor on Taanab

Sometime before 14 ABY, affiliates of the Disciples of Ragnos cult began torturously experimenting upon a captive rancor. Injecting it with various mutagenic cocktails, drugs, and performing a number of surgical procedures upon it, they created a brutal, nightmarish monster. This mutant was roughly 1.5x times as large and as fast as a regular adult rancor, and boasted immense physical strength and durability far beyond its kin. It had a durasteel plate installed on its skull's frontal hemisphere and an array of mutagen tanks implanted upon its back that continued to supply it with a caustic infusion. With its impenetrable spiked hide and strength supplemented by the contents of the tanks, conventional weapons, attack powers, and lightsabers were all but entirely useless against it. To make matters worse, the creature was capable of exhaling a large stream of caustic toxins that were lethal to creatures caught in its spray.

When Jedi Knight Jaden Korr arrived within a Taanab spaceport and storage facility, he discovered Reborn agents of the cult who released the creature in an attempt to have it kill Korr. Their intent was to release the terrible creature into the city, allowing it to slaughter and destroy anything in its path, while they capitalized on the chaos to steal arms, credits, and other provisions. Had the plan been successful, the mutant rancor would have caused a massive loss of life. Immediately after its release, it grabbed and ate the Reborn who freed it, and began to pursue Korr relentlessly. Korr used the many stored objects of the facility as cover, but the rancor ripped all obstructions out of its path with ease. As more Reborn arrived to oppose Korr, they too were unsafe from the monster's rampage, and many of the dark Force users were snatched up and eaten, trampled, or dissolved alive.

Eventually, Korr got lucky and managed to kill the beast by pinning it between a force field and a massive crate on a conveyor belt, crushing the mutant to death.

Backwater Beasts


Rancor, Bull

Gargantuan beast, unaligned


Armor Class 16 (natural armor)
Hit Points 368 (21d20 +147)
Speed 45 ft


STR DEX CON INT WIS CHA
24(+7) 11(0) 24(+7) 7(-2) 12(+1) 6(-2)

Saving Throws Str +12, Dex +5, Con +12, Wis +6
Skills Athletics +12, Percception +6, Survival +6
Damage Resistances Poison; Energy, Ion, and kinetic from unenhanced sources
Condition Immunities Poisoned, Disease, Frightened
Senses blindsight 120 ft, tremorsense 150 ft, passive Perception 16
Languages
Challenge 16 (15,000 XP)


Goring Charge. When the Bull Rancor moves 20 or more feet in a straight line and stops adjacent to a creature, it can make an attack with its Tusks as a bonus action.

Keen Hearing and Smell. The Rancor has advantage on Perception checks using hearing or smell.

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

Thick Hide. The Bull Rancor has a thick hide that is difficult to penetrate with small arms fire. Unless the damage from a single attack or effect exceeds 10 points, the Bull Rancor takes no damage from that attack. If the Bull Rancor takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

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

Actions

Multiattack. The Bull 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.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) Kinetic damage. A Large or smaller creature must make a DC 20 Strength saving throw, or is knocked prone.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 26 (3d12+7) Kinetic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Tusks. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) Kinetic damage. A Large or smaller creature must make a DC 20 Strength saving throw, or is knocked prone.

Throw Boulder. Ranged Weapon Attack: +12 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 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, 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 27 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.

Reactions

Onslaught Mastery. When a creature within 10 feet falls prone or uses its movement to stand up, it provokes an attack of opportunity from the rancor using its claws.

Backwater Beasts


Rancor, Mutant

Gargantuan aberration, chaotic dark


Armor Class 21 (natural armor)
Hit Points 429 (22d20 +198)
Speed 55 ft


STR DEX CON INT WIS CHA
27(+8) 14(+2) 28(+9) 9(-1) 11(0) 8(-1)

Saving Throws Str +16, Dex +10, Con +17, Wis +8
Skills Athletics +16, Intimidation +7, Perception +8, Survival +8
Damage Resistances Energy, Ion, and kinetic from unenhanced sources
Damage Immunities Poison
Condition Immunities Poisoned, Frightened, Charmed
Senses blindsight 120 ft, tremorsense 150 ft, passive Perception 18
Languages
Challenge 26 (90,000 XP)


Armored Brain Casing. When the rancor would be the target of a critical hit, it takes normal damage instead.

Impenetrable Brute. The Rancor is inundated with its mutagenic infusion and has an abnormally dense hide, making it difficult for smaller arms to damage it. Unless the damage from a single attack or effect exceeds 30 points, the Rancor takes no damage from that attack. If the Rancor takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.

Keen Hearing and Smell. The Rancor has advantage on Perception checks using hearing or smell.

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

Mutagen Tanks. The Rancor has an array of mutagen tanks, giving it a steady flow of its caustic mutagen infusion. The array has 12 AC and 90 hit points. If the tank array is destroyed, the Rancor's speed is decreased by 15 feet and it suffers 12 necrotic damage at the beginning of its turns, which ignores its Impenetrable Brute feature.


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.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (5d8+8) Kinetic damage. The target must make a DC 24 Strength saving throw, or is knocked prone.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft, one target. Hit: 34 (4d12+8) Kinetic damage. If the target is a creature, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, and the rancor can't bite another target.

Throw Oversized Object. Ranged Weapon Attack: +10 to hit, range 60/240 ft., all targets in a 10-ft square. Hit: 39 (5d12+7) Kinetic damage.

Frightful Roar. Each creature of the rancor's choice within 90 feet of it must succeed 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, 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 53 (15d6) 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 30 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.

Toxic Breath (Recharge 5-6). The Rancor exhales a putrid mix of caustic chemicals in a 60-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 42 (12d6) acid damage and 42 (12d6) poison damage on failure, or half as much on success. A creature who fails is also poisoned for up to 1 hour and has disadvantage on all saving throws while poisoned in this way. It can reattempt the save at the beginning of every minute.

Legendary Actions

The Mutant Rancor can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Mutant Rancor regains spent legendary actions at the start of its turn.

Attack. The Rancor makes one claw attack.

Throw (Costs 2 Actions). The Rancor uses its Throw Oversized Object.

Chomp (Costs 2 Actions). The Rancor makes one bite attack or uses its swallow.

Backwater Beasts




















Ravinaks of Maldo Kreis

The hulking Ravinaks of Maldo Kreis were oceanic ambush predators. Their common attack patterns included violent ambush breaches through the frozen surface of the water, and aggressive bites using their powerful jaws capped with large, dense tusks. As much of the planet's surface was frozen over in this way and humanoid cultures built structures upon the ice, Ravinaks became well-known predators of both travelers and locals on Maldo Kreis.

A Ravniak's breach of the ice was a brutal show of natural force. When he came to Maldo Kreis hunting a bounty in 9 ABY, Din Dijarin witnessed one instantly obliterate and sink a standard-size landspeeder.


Ravinak

Huge beast, unaligned


Armor Class 15 (natural armor)
Hit Points 161 (14d12 +70)
Speed 15 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19(+4) 15(+2) 20(+5) 5(-3) 14(+2) 7(-2)

Saving Throws Str +7, Con +8
Skills Athletics +7, Perception +5, Survival +5
Damage Immunities Cold
Senses darkvision 60 ft, passive Perception 15
Languages
Challenge 6 (2,300 XP)


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

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

Brutal Critical. When the Ravinak 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.

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

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

Skirmisher. Other creatures have disadvantage on opportunity attacks against the Ravinak.

Vicious Breach. If the Ravinak is swimming underneath the water's surface and swims at least 30 feet straight toward a target and then hits it with a Breach action, the attack deals an extra 14 (4d6) damage to the target, and can use its bite attack as a bonus action.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 18 (3d8+4) Kinetic damage. The target is grappled (escape DC 15).

Breach. The Ravinak bursts forth from the water's surface, slamming into a 5-ft. radius area within 5 feet above it. Each creature must make a DC 15 Dexterity saving throw, taking 21 (3d10+4) Kinetic damage on failure or half as much on success. Creatures that fail their save are also knocked prone. The Ravinak cannot use this ability again unless it first submerges beneath the water's surface.

Reactions

Pull Away. When the Ravinak takes damage from a creature, it can use its reaction to take the Disengage action and move up to half its speed away from the creature.

Backwater Beasts

Sand Burrower

Huge beast, unaligned


Armor Class 19 (natural armor)
Hit Points 250 (20d12 +120)
Speed 10 ft., burrow 60 ft.


STR DEX CON INT WIS CHA
19(+4) 17(+3) 23(+6) 6(-2) 16(+3) 7(-2)

Saving Throws Dex +7, Con +10
Skills Perception +7, Stealth +7, Survival +7
Damage Resistance Energy, Ion, and Kinetic from unenhanced sources
Senses blindsight 30 ft., tremorsense 150 ft., passive Perception 11
Languages
Challenge 12 (5,000 XP)


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

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

Charge. If the Burrower moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 23 (5d8) Kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Echolocation. The Burrower can’t use its blindsight and fails all Wisdom (Perception) checks while deafened.

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

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

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

Surprise Attack. If the Burrower surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 21 (6d6) damage from the attack.

Actions

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8+4) 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 Burrower. A swallowed creature has total cover against attacks and other effects outside the Burrower, and it takes 21 (6d6) Acid damage at the start of each of the Burrower's turns. If the Burrower takes 30 damage or more on a single turn from a creature inside it, the Burrower must succeed on a DC 26 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 Burrower. If the Burrower dies, a swallowed creature can escape from the corpse by using 10 feet of movement, exiting prone.

Sand Burrowers of Blenjeel

The Sand Burrowers native to Blenjeel (or Blenjeel Sand Worms) were large, carnivorous worms who appeared to be some of the only life native to the planet during Jaden Korr's visit in 14 ABY. They were responsive to the arrival of creatures-- often marooned from space travel complications or Blenjeel's erratic weather-- and left behind ship graveyards of those unfortunate enough to get trapped on the desert planet.

The sand burrowers had mottled brown armored carapaces and vestigial claw appendages running the length of their bodies, with eyeless heads that featured circular, four-jawed mouthes packed with rows of small, inward-pointed teeth. Their sawtooth bite was particularly powerful, and could swallow an average humanoid creature with ease.

Sand burrowers moved close to the surface when traveling underground, as sand was thrashed about as they moved toward prey, and could outrun humanoids. Without eyes, they instead used hearing and ground vibrations to detect prey, emerging from beneath the sand and snatching their victims in their mouths before burrowing underground. They preferred to hunt using ambush and exhaustion tactics until their hunting grounds grew quiet.

However, sand burrowers were far from intelligent, and attacked anything they heard; Korr was able to deceive them with the explosion of grenades and the vibration of a blaster bolts.

Backwater Beasts


The Shyyyo Bird of Kashyyyk

The Shyyyo Bird was a rare species of massive blue-blooded bird native to the planet Kashyyyk. Sightings of shyyyo birds were extremely rare, and the creatures were once thought to be legends; industrialization efforts of the Empire’s occupation on the planet further endangered the species.


Shyyyo birds were capable of gliding significant distances while using little energy due to their body shape and feathers. This efficiency meant that the average adult Shyyyo only needed to leave its nest to hunt once per week. The birds ate Slyyygs and Wyyyschokks, which meant they were perceived as protectors of Kashyyyk's native Wookiees and Wroshyr trees. Sightings of the bird were known as being a guarantee of peace for the viewer.



Shyyyo Bird

Gargantuan beast, lawful light


Armor Class 18 (natural armor)
Hit Points 202 (13d20+65)
Speed 40 ft., climb 40 ft., fly 90 ft.


STR DEX CON INT WIS CHA
24(+7) 22(+6) 21(+5) 7(-2) 19(+4) 17(+3)

Saving Throws Str +13, Dex +12, Wis +10
Skills Athletics +13, Insight +10, Perception +10, Survival +10
Damage Resistances energy and kinetic from unenhanced weapons
Condition Immunities charmed, frightened
Senses passive Perception 20
Languages
Challenge 19 (22,000 xp)


Apex Weapons. The shyyyo bird's weapon attacks ignore damage resistance and immunity.

Dive Attack. If the shyyyo bird is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, that target must succeed on a DC 21 Strength saving throw or be knocked prone until the end of its next turn. If the target is prone, the shyyyo bird can make one bite attack against it as a bonus action.

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

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

ACTIONS

Multiattack. The shyyyo bird uses its Inspiring Presence, then makes three attacks: one with its bite and two with its slam.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) Kinetic damage, and the target is restrained (escape DC 21).

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) Kinetic damage and the target creature must make a DC 21 Strength saving throw. On failure, it is pushed 10 feet in a direction of the shyyyo bird's choice and stunned until the end of its next turn. On success, it is pushed 5 feet and is not stunned.

Tail Attack. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) Kinetic damage.

Great Shriek (recharge 5-6). The shyyyo bird releases a bellowing shriek, audible for miles. Each creature in a 60-foot cone originating from the shyyyo bird must make a DC 21 Constitution saving throw, taking 63 (18d6) Sonic damage on a failed save, or half as much on success. A creature who fails the save is deafened until the end of its next turn.

Inspiring Presence. Each creature of the shyyyo bird's choice that is within 120 feet of the shyyyo bird and aware of it gains a d10. When the creature makes an ability or skill check, an attack roll, or a saving throw, it may choose to expend and roll the d10, adding the rolled value to its check. The d10 lasts until the end of the creature's next long rest. Once an affected creature gains a d10 from this feature, it cannot gain another from this feature for the next 24 hours.

REACTIONS

Shrug Off. When the shyyyo bird would take energy, kinetic, or ion damage, it may use its reaction to roll a d20 and subtract the value from the damage taken, to a minimum of 1.

Legendary Actions

The Shyyyo Bird can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Shyyyo Bird regains spent legendary actions at the start of its turn.

Move. The shyyyo bird flies up to its movement speed.

Tail Attack. The shyyyo bird makes a tail attack.

Wing Attack (Costs 2 Actions). The shyyyo bird beats its wings. Each creature within 10 feet of the shyyyo bird must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) Kinetic damage and be knocked prone. The shyyyo bird can then fly up to half its flying speed.


Wampa, The White Devil

Large beast, balanced dark


Armor Class 17 (natural armor)
Hit Points 173 (15d10 +90)
Speed 40 ft., climb 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
22(+6) 13(+1) 22(+6) 10(0) 16(+3) 12(+1)

Skills Athletics +10, Perception +7, Stealth +5
Damage Resistances Energy, Ion, and Kinetic from unenhanced sources
Damage Immunities Cold
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 17
Languages
Challenge 10 (5,900 XP)


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

Blood Frenzy. The wampa has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Brute Force. The wampa deals an additional (1d12) damage with its weapon attacks (included below).

Brutish Durability. The wampa adds 1d6 to all saving throws it makes.

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

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

Savage Blows. When the wampa deals a critical hit, it inflicts 10 bonus damage.

Snow Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The wampa uses its Frightful Presence, and then makes three attacks. Only one can be a bite attack.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (1d12+2d6+6) Kinetic damage. The target creature must make a DC 19 Strength saving throw; on failure, it is grappled (escape DC 17) or knocked prone (wampa's choice).

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (1d12+1d10+6) Kinetic damage. The target creature must make a DC 19 Constitution saving throw; on failure, it is Stunned for up to 1 minute. It can reattempt the save at the beginning of its turns.

Throw Boulder. Ranged Weapon Attack: +11 to hit, range 25/50 ft., one target. Hit: 16 (1d12+1d8+6) Kinetic damage. If the target is a creature, it must succeed a DC 16 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the wawmpa's choice that is within 120 feet of the wampa 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 wampa's Frightful Presence for the next 24 hours.

The White Devil Wampa

As of yet, the following entry has not had a confirmed sighting by an accredited biology scholar of mammalian nor cryptid studies; it has only been reported in anecdotal sightings by fringe, irreputable individuals of various frozen planets. Even so, the stories spun by apparent survivors are consistent:

There exists a terrible monster, lurking out in the frozen wastes, who savors the taste of humanoid flesh and extracting it with sadistic cruelty.

The White Devil Wampa, as it is known, follows much of the same physical conventions of known wampa subspecies: profoundly aggressive, adapted to lethal cold climates, and equipped with a keen sense of smell. It is, however, highly-adapted to maneuvering through virtually any terrain, and apparently capable of recognizing others' intelligence enough to plan ambushes and avoid exposing itself when risk outweighs reward. These same survivors who claim to have seen it state that the creature moved under cover of the howling blizzard to separate them from each other, and that most weapons and explosives were ineffective against it.

In one instance, after tracking the blood of a captured traveler to the beast's lair, the witnesses claimed that the beast had dismembered its prey and kept them alive while feeding upon them. When they lingered there, they were trapped when the beast caused a cave-in, forcing them into starvation after they ran out of field rations. Afterward, it picked them off, one by one, until only one survivor was capable of fleeing its final attack, driven mad by what he saw. What distinguished it, he claimed amid his ramblings, was its vantablack eyes, which showed no gloss nor reflection from torchlight.

Reappropriated Arms and Wares

Reappropriated Arms and Wares

The Rebellion's armaments are just as much acquired through conventional channels as they are through black market purchases, minor thefts, major heists, and looting their enemies' bodies.

The following are some versatile new options.





Mortar Gun

Exotic Blaster
3350 cr | 18 lbs | Special

Modal (Marksman Blaster and Rocket Rifle), Strength 13, Two-handed

Tactical Assault Rifle

Exotic Blaster
925 cr | 8.5 lbs | Special

Modal (Slugthrower and Wrist Launcher), Strength 11, Two-handed

Concussion Rifle

Martial Blaster
2050 cr | 15 lbs | 1d10 Energy

Power cell (range 100/400), Reload 2, Special, Strength 15, Two-Handed

When fired, hit or miss, the fired concussive energy implodes. 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.

At greater quality:
Fine: +1 attack and damage; DC 16, 1d4 Energy
Improved: +2 attack and damage; DC 18, 1d4 Energy
Superior: +3 attack and damage; DC 20, 1d4 Energy
Exceptional: +3 attack, +1d8 damage; DC 22, 2d4 Energy
Champion: +3 attack, 1d10 damage; DC 24, 3d4 Energy


DC-15s

Premium Weapon (Light Pistol)
At the beginning of your turn, this blaster recharges two expended shots in its cell, up to its maximum. It can only use standard ammunition types.

This sidearm, a mainstay of the Republic Commando loadout, used experimental recharging technology to ensure commandos were never without a ready firearm.


K-16 Bryar Pistol

Prototype Weapon (Heavy Pistol)
You gain a +1 bonus to attack and damage rolls with this weapon, which also has the burst 6 and rapid 3 properties.

Deceptive by design, the K-16 featured a modified power unit capable of releasing its entire heat source in one powerful blast as secondary fire.


Kyuzo Petar

Artifact Weapon (Vibro-dagger)
You gain a +3 bonus to attack rolls with this weapon, which deals an additional 1d8 energy damage on a hit.

Additionally, when you attack with this weapon and roll a natural 20, you roll on the d100 Dismemberment Table, inflicting the corresponding injury upon the target.

This double-bladed petar features a conductive tempered carbon edge, energized with a monomolecular energy cord that vastly increases the cutting power and deadliness of the weapon.


ACP Repeater

Premium Weapon (Subrepeater)
This subrepeater uses cartridge ammunition instead of energy cells, with a reload value of 40.

Most popular among criminals and trandoshan mercenaries, these subrepeaters were chambered for plasma cartridges for a cheap and powerful automatic weapon.


LS-150 Heavy ACP

Prototype Weapon (Chaingun)
This chaingun has a reload value of 200 and requires an action to reload. Additionally, it has the Mighty property, and when used as an improvised weapon, it deals 1d8 kinetic damage.

Favorited by trandoshan elites, the LS-150 Heavy ACP Repeater was only slightly more portable than turrets salvaged from attack craft.


Reappropriated Arms and Wares

Mounted Probot Assembly

Improved Weapon (Shoulder Cannon), Requires Attunement
If you are not normally proficient with this weapon but are proficient with astrotech's implements, you are considered to be proficient with this weapon.

This weapon functions as a commlink and techcasting focus. While it is attuned and equipped, the user is considered proficient with Intelligence (Investigation) and Wisdom (Perception) checks. When the user attempts a check of either skill that they are not normally proficient with, they utilize the shoulder cannon's statistic scores and proficiency bonus, which are equal to its Smart values (16, +2).

Built from the scavenged remains of a Viper Probe Droid, this assembly includes the probe's droid brain, short-range comms, local sensor array, and integrated blaster.

Hyperfermentation Vessel

Legendary Adventuring Gear
This metal jug appears to be able to hold a gallon of liquid and weighs 25 pounds whether full or empty. You can insert 200 credits’ worth of raw ingredients into the jug-- selecting your choice of alcohol from Deuterium-pyro, Mummergy, Novanian Grog, Raava, Spicebrew, Tihaar, Tsiraki, or Vayerbok-- and activate it. Over the course of 8 hours, it can produce alcohols of your choice of variable rarity, and may be left alone for additional doubled increments to produce more potent mixtures, but decreases the amount that is produced. When reopened, the jug stops fermenting.

Duration Alcohol Grade Quantity
8 hours Standard 2 Gallons (16 doses)
16 hours Fine 1 Gallon (8 doses)
32 hours Matured 1/2 Gallon (4 doses)
64 hours Aged 8 Ounces (1 dose)

Targeting Macrobinoculars

Advanced Adventuring Gear
These macrobinolculars can see as far as objects in low orbit with pristine high-detail.
Additionally, you may use an action to target up to three creatures you can see, and gain the benefits of the Target Lock tech power (cast at base level) without having to concentrate upon the ability. You cannot mark subsequent creatures after a target drops to 0 hit points.
This feature can be used once per hour.


Wampa Gauntlet

Prototype Weapon (Wristblade), Requires Attunement
You gain a +1 bonus to attack and damage rolls with this weapon, which also has the brutal 1 and vicious 1 properties. While this weapon is attuned and equipped, you are considered well-adapted to the wampa's native climate (mountain, snow, swamp), as determined by the DM.

Additionally, when you are grappling a creature and they attempt to escape, they take 1d6 Kinetic damage before making their roll.

Made from the severed arm of a wampa, this hulking gauntlet extends from above the elbow and ends with savage claws.


Pulse-Wave Blaster

Standard Weapon (any blaster that uses power cells)
Against targets within half this weapon's normal range (rounded down), this weapon has advantage on its damage rolls. Against targets at long range, this weapon has disadvantage on its damage rolls.

Pulse-wave blasters were considered the predecessors to modern blaster weapons.


Flechette Launcher

Martial Blaster
4950 cr | 45 lbs | Special

Ammunition (range special), Reload 6, Special, Strength 15, Two-Handed, Vicious 1

The flechette launcher does not make attack rolls. Rather than traditional power cells, the flechette launcher uses specialized flechette mags, which, when fired, spray a line with the contents of the mag. Flechette mags require your target to make a saving throw to resist the mag’s effects. It can have different ammunition types loaded simultaneously, and you can choose which ammunition you are using as you fire it (no action required). If you don’t meet the flechette launcher’s strength requirement, creatures have advantage on their saving throws. If you lack proficiency in the flechette launcher, you must roll the damage dice twice and take the lesser total.

In addition to an ammunition type's listed attack types, you can launch a complete flechette mag of those you have loaded at a point within 40 feet. Each creature within 10 feet of the target must make the ammunition's saving throw, taking the ammunition's damage plus one additional damage die on failure, or half as much on success. You cannot fire a mag in this way that you have already partially expended.


AMP Ray Gun

Prototype Weapon (any blaster with the Power Cell and Penetrating properties)
This weapon has a +1 bonus to attack and damage rolls. After dealing damage to a creature with the weapon, a creature cannot gain the benefits of any healing features other than enhanced healing items for up to 1 minute.

Created on Tantajoc V, the Anti-Magnetic Polarization Ray Gun was engineered to halt the healing factors of predatory species.


Tof Soren Hunting Rifle

Premium Weapon (Hunting Rifle)
This weapon has altered properties of Reload 5 and Slug Cartridge (245/980).

The Tof Soren Hunting Rifle, or "Hunter," was a favorite on Ord Vaxal where it was manufactured.


Katarn-Class Armor

Advanced Armor (Plastoid Composite), Requires Attunement
You have a +1 bonus to AC while wearing this armor. While wearing it, you are resistant to ion and sonic damage from unenhanced sources.

In addition, the armor projects a personal deflector shield. The deflector shield has 15 hit points, and is vulnerable to ion damage. Whenever you take energy, ion, or kinetic damage, the deflector shield takes the damage instead. If this damage reduces the deflector shield to 0 hit points, you take any remaining damage.

If the deflector shield is below its maximum hit points, has at least 1 hit point, and hasn't taken damage since its last turn, it regains 5 hit points (up to its maximum). When reduced to 0 hit points, the deflector shield is deactivated for 1 minute. After the minute elapses or the wearer expends a power cell as a bonus action, it returns to full hit points.

Clone Commando Armaments. While wearing and attuned to this armor and Katarn-Class Helmet, you are able to survive and operate in zero gravity space and other dangerous conditions. Additionally, this armor now grants a +2 bonus to AC, instead of +1, and the deflector shield's maximum hit points increase by 5 (20). While wearing and attuned to this armor, Katarn-Class Helmet, and Katarn-Class Backpack, this armor now grants a +3 bonus to AC, instead of +2, and the deflector shield's maximum hit points increase by 10 (25). Additionally, while wearing this armor, you are adapted to extreme hot and cold climates.

Though far more expensive than standard clone armor and highly sought-after on the black market, the Katarn-Class Commando Armor boasted impressive protection and was heavily customized by each commando who wore it.


Katarn-Class Backpack

Advanced Adventuring Gear (Back), Requires Attunement
While wearing this backpack, your Dexterity score becomes 19. If your Dexterity is already equal to or greater than 19, it has no effect on you. Additionally, you can use the backpack as a techcasting focus, and once per short or long rest, you can use it to cast the scan area and sending tech powers.

Clone Commando Armaments. While wearing and attuned to this backpack and Katarn-Class Armor, this backpack no longer counts towards your maximum attunement. While wearing and attuned to this backpack, Katarn-Class Armor, and Katarn-Class Helmet, you have resistance to kinetic and energy damage from unenhanced sources.

A full resource suite and communications carrier, the backpack of the Katarn-Class provided numerous boons and ample storage to commandos.


Katarn-Class Helmet

Prototype Adventuring Gear (Head), Requires Attunement
This helmet comes equipped with a headcomm, holorecorder, and holotrace device. Additionally, while wearing this helmet, you have darkvision out to 60 feet.

Clone Commando Armaments. While wearing and attuned to this helmet and Katarn-Class Armor, you have advantage on Wisdom (Perception) checks that rely on sight within 60 feet. Additionally, you are immune to inhaled hazards. While wearing and attuned to this helmet, Katarn-Class Armor, and Katarn-Class Backpack, you can cast the target lock tech power once between short or long rests. Additionally, you can use the helmet to see distant objects with fine detail.

With an array of sensors, impressive optics, and a dynamic heads-up display, the helmet of the Katarn-Class armor was made to give commandos an unprecedented edge in combat.


Stouker Concussion Rifle

Improved Blaster (Concussion Rifle)
When a creature fails the saving throw against the implosion damage, it is also knocked prone.

The weapon can also be fired using a secondary mode: a hit with this firing mode deals an additional 1d8 damage to the target, but the save DC and damage dealt from the implosion are reduced by 2.

Designed and constructed by the trandoshan gang known as the Sissk, the unconventional blaster was widely adopted across the galaxy (particularly by the imperial remnant) as an effective anti-Jedi weapon.


Wookiee GRL

Advanced Blaster (Rocket Launcher)
This rocket launcher has a reload value of 5, and requires an action to reload.

While it is equipped, you may use a bonus action to lock onto a target within range that you can see. When you do, the next attack you make against the target within the next minute has a +3 bonus to the attack roll and imposed saving throw for the target. If you use your bonus action to lock onto a target while the launcher has previously locked onto another, the prior target lock ends.

The Guided Rocket Launcher was an impressive weapon that gained distinction during the defense of Kashyyyk from Separatist invasion. Its 5-rocket magazine and target tracking system made it a favorite of wookiees and republic commandos alike.


A280 CFE

Premium Exotic Blaster
Modal (Blaster Rifle, Heavy Pistol, Sniper Rifle), Keen 1
This weapon has -1 to damage rolls. You can change modes of this weapon using a full-round action.

A convertible heavy blaster pistol, the A280 Covert Field Edition was the favored blaster of Cassian Andor despite using low-powered eleton gas.


Gammaplast Armor

Legendary Armor (Any Medium or Heavy Armor)
You have a +1 bonus to AC while wearing this armor. When you are the target of a successful blaster attack, or you fail a Dexterity saving throw against a weapon's burst or rapid fire, you can use your reaction to reduce the damage taken by 1d6 (minimum of 0).

This armor is constructed of the super-advanced material Gammaplast, quadruple-layered to a dense high-impact resistant finish. It deflects glancing blaster bolts and cushions against impact.

Reappropriated Arms and Wares: Explosives and Munitions

Explosives and Munitions

Rocket, Bunker Buster

Ammunition (Standard)
7000 cr | 2 lbs
This rocket launcher ammunition deals 2d6 kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 20 feet must make a DC 14 Dexterity saving throw, taking 2d6 fire damage and 2d10 kinetic damage on a failed save or half as much on a successful one. This ammunition deals double damage to structures.

At greater quality:
Average: +1 attack / 2d6 kinetic on impact, Dex DC 16, 4d6 fire + 4d10 kinetic
Major: +2 attack / 2d6 kinetic on impact, Dex DC 18, 6d6 fire + 6d10 kinetic
Deadly: +3 attack / 2d6 kinetic on impact, Dex DC 20, 8d6 fire + 8d10 kinetic
Lethal: +3 attack / 3d6 kinetic on impact, Dex DC 22, 10d6 fire + 10d10 kinetic
Devastating: +3 attack / 4d6 kinetic on impact, Dex DC 24, 12d6 fire + 12d10 kinetic

Electrobolas

Ammunition (Fine)
1100 cr | 2 lbs
This electrified set of bolas is fired from a wrist launcher. A Large or smaller creature hit by a bolas is restrained until it is freed. A bolas has no effect on formless or Huge or larger creatures.

A creature can use its action to make a DC 14 Dexterity check, freeing itself or another creature within its reach on a success. When a restrained creature attempts to free itself, it must first make a DC 16 Constitution saving throw (with advantage, if it has resistance to lightning damage, or automatic success if it is immune to lightning damage). On a failed save, the creature is shocked into submission and is stunned until the beginning of its next turn.

The bolas has an AC of 11, 10 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the bolas frees the creature without harming it and immediately ends the bolas’s effects. While a creature is restrained by a bolas, you can make no further attacks with it.

At greater quality:
Improved: Dex DC 15, Con DC 17, AC 12, 15 HP
Superior: Dex DC 16, Con DC 18, AC 13, 20 HP
Exceptional: Dex DC 17, Con DC 19, AC 14, 25 HP
Champion: Dex DC 18, Con DC 20, AC 15, 30 HP

Laser Projector

Ammunition (Standard)
700 cr | 1 lb
This disposable miniature generator and projector assembly is designed to be fired from a wrist launcher.
When you use it, you may choose either a 15-ft cone, dealing 3d6 energy damage, or a 5-ft wide by 25-ft long line, dealing 5d6 energy damage. A creature in the space can make a DC 14 Dexterity saving throw, taking half damage on success.

At greater quality:
Average: DC 16 Dex; 5d6 (cone) / 7d6 (line)
Major: DC 18 Dex; 7d6 (cone) / 10d6 (line)
Deadly: DC 20 Dex; 9d6 (cone) / 12d6 (line)
Lethal: DC 22 Dex; 11d6 (cone) / 15d6 (line)
Devastating: DC 24 Dex; 13d6 (cone) / 17d6 (line)

Cell, Ion

Ammunition (Standard)
300 cr | 1 lb
An ion cell is a specialized power cell for use with blaster weapons that deal acid, energy, fire, ion, or sonic damage. The loaded weapon deals ion damage instead of its normal damage type, but inflicts -1 damage per damage die on its weapon damage roll. When you hit with a shot and the target is a construct, droid, or creature with a techcasting focus, the creature must make a DC 14 Constitution saving throw or is stunned until the beginning of its next turn. If it fails this saving throw on its own turn, it is instead stunned until the end of this turn.

At greater quality:
Average: +1 to attack and damage rolls
Major: +2 to attack and damage rolls
Deadly: +3 to attack and damage rolls
Lethal: +3 to attack rolls, +1d8 weapon damage
Devastating: +3 to attack rolls, +1d10 weapon damage

Cartridge, Plasma

Ammunition (Standard)
2 cr | 0 lb
A plasma cartridge is a specialized slug cartridge for use with blaster weapons that deal kinetic damage. When you hit with a shot with the loaded weapon, the weapon instead deals energy damage.

At greater quality:
Average: +1 to attack and damage rolls
Major: +2 to attack and damage rolls
Deadly: +3 to attack and damage rolls
Lethal: +3 to attack rolls, +1d8 weapon damage
Devastating: +3 to attack rolls, +1d10 weapon damage

Thermite Micro-Missile

Ammunition (Standard)
2100 cr | 1 lb
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 1d6 fire and 1d10 kinetic damage on a failed save, or half as much as on a successful one. The weapon deals double damage to constructs and structures.

At greater quality:
Average: +1 attack / 1d6 kinetic on impact, Dex DC 16, 2d6 fire + 2d10 kinetic
Major: +2 attack / 1d6 kinetic on impact, Dex DC 18, 3d6 fire + 3d10 kinetic
Deadly: +3 attack / 1d6 kinetic on impact, Dex DC 20, 4d6 fire + 4d10 kinetic
Lethal: +3 attack / 2d6 kinetic on impact, Dex DC 22, 5d6 fire + 5d10 kinetic
Devastating: +3 attack / 3d6 kinetic on impact, Dex DC 24, 6d6 fire + 6d10 kinetic

Reappropriated Arms and Wares: Explosives and Munitions

Sonic Imploder

Explosive (Standard)
2300 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 15 feet must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. At the start of an affected creature’s turn, it can repeat this save, ending the effect on a success. Additionally, a creature within 5 feet of the target point takes 2d8 sonic damage on a failed save, or half as much as on a successful one.

At greater quality:
Average: DC 16 Con; 4d8 sonic
Major: DC 18 Con; 6d8 sonic
Deadly: DC 20 Con; 8d8 sonic
Lethal: DC 22 Con; 10d8 sonic
Devastating: DC 24 Con; 12d8 sonic

Thermal Imploder

Explosive (Standard)
2150 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 fire and 2d8 true damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is knocked prone.

At greater quality:
Average: DC 16 Dex; 4d6 fire / 4d8 true
Major: DC 18 Dex; 6d6 fire / 6d8 true
Deadly: DC 20 Dex; 8d6 fire / 8d8 true
Lethal: DC 22 Dex; 10d6 fire / 10d8 true
Devastating: DC 24 Dex; 12d6 fire / 12d8 true

Grenade, Bacta

Explosive (Standard)
750 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 5 feet regains 2d4 hit points, up to their hit point maximum. This has no effect on droids or constructs.

At greater quality:
Average: 4d4 HP
Major: 6d4 HP
Deadly: 8d4 HP
Lethal: 10d4 HP
Devastating: 12d4 HP

Grenade, Shockwave

Explosive (Standard)
400 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 2d6 force damage on a failed save, or half as much as on a successful one.

At greater quality:
Average: DC 16 Dex; 4d6 force
Major: DC 18 Dex; 6d6 force
Deadly: DC 20 Dex; 8d6 force
Lethal: DC 22 Dex; 10d6 force
Devastating: DC 24 Dex; 12d6 force

Grenade, Armor-Piercing

Explosive (Standard)
1950 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Dexterity saving throw. Constructs, droids, and humanoids wearing heavy armor make this save with disadvantage. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a construct, droid, or humanoid wearing heavy armor suffers a -1 penalty to their Armor Class for up to 1 minute. The creature's Armor Class can be no less than 10 when decreased in this way. A creature with this penalty who gains hit points or is the target of the Mending tech power can make a DC 14 Strength saving throw; on success, the penalty ends.

At greater quality:
Average: DC 16; 4d6 kinetic, -2 AC
Major: DC 18; 6d6 kinetic, -3 AC
Deadly: DC 20; 8d6 kinetic, -4 AC
Lethal: DC 22; 10d6 kinetic, -5 AC
Devastating: DC 24; 12d6 kinetic, -6 AC

Reappropriated Arms and Wares: Explosives and Munitions

Cartridge, Specialized

Ammunition (Standard)
100 cr | 0 lb
A slug cartridge with a shaped projectile or chemical coating intended for extermination of creatures of a specified organic creature type or species, as decided by the DM at the time of the ammunition's creation.

Against targets of the specified type, attacks with the ammunition deal 1d6 bonus damage. If the ammunition specifies the species of aberration, beast, humanoid, or plant, and the ammunition is used to attack the creature, the bonus damage is doubled. Against targets not of the specified creature type, the ammunition has a -1 penalty to attack and damage rolls.

At greater quality:
Average: +1 bonus to hit, 1d6 bonus damage
Major: +2 bonus to hit, 1d6 bonus damage
Deadly: +3 bonus to hit, 1d6 bonus damage
Lethal: +3 bonus to hit, 2d6 bonus damage
Devastating: +3 bonus to hit, 3d6 bonus damage

Grenade, Sleeping Gas

Explosive (Standard)
500 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with faint-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 14 Constitution saving throw. The creature takes 2d4 nonlethal poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, creatures immune to sleep effects, and humanoids wearing appropriate protective equipment are unaffected.

When reduced to 0 hit points by this grenade's effects, a creature is unconscious, stabilized, and sleeps for 1d4 hours or until it takes damage.

At greater quality:
Average: DC 16 Con; 4d4 nonlethal poison
Major: DC 18 Con; 6d4 nonlethal poison
Deadly: DC 20 Con; 8d4 nonlethal poison
Lethal: DC 22 Con; 10d4 nonlethal poison
Devastating: DC 24 Con; 12d4 nonlethal poison

Mine, Sleeping Gas

Explosive (Standard)
1050 cr | 2 lb
Mines can be set to detonate when a creature comes within up to 15 feet of it or paired with a remote detonator. As an action, you can prime and set a mine on a surface you can reach, which arms at the start of your next turn. When detonated, the mine fills the air in a 15-foot-radius sphere with faint-green fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, it creature must make a DC 14 Constitution saving throw. The creature takes 2d4 nonlethal poison damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is poisoned while it is in the cloud. Droids, constructs, creatures immune to sleep effects, and humanoids wearing appropriate protective equipment are unaffected.

When reduced to 0 hit points by this grenade's effects, a creature is unconscious, stabilized, and sleeps for 1d4 hours or until it takes damage.

At greater quality:
Average: DC 16 Con; 4d4 nonlethal poison
Major: DC 18 Con; 6d4 nonlethal poison
Deadly: DC 20 Con; 8d4 nonlethal poison
Lethal: DC 22 Con; 10d4 nonlethal poison
Devastating: DC 24 Con; 12d4 nonlethal poison

Grenade, Oppression

Explosive (Standard)
375 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).

As an action, you can throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 10 feet must make a DC 14 Constitution saving throw. A creature takes 2d6 kinetic damage and 2d4 poison damage on a failed save, or half as much as on a successful one. A humanoid or beast creature who fails the save can’t regain hit points for up to 1 minute, and may remake the save at the beginning of their turns.

At greater quality:
Average: DC 16 Con; 4d6 kinetic + 4d4 poison
Major: DC 18 Con; 6d6 kinetic + 6d4 poison
Deadly: DC 20 Con; 8d6 kinetic + 8d4 poison
Lethal: DC 22 Con; 10d6 kinetic + 10d4 poison
Devastating: DC 24 Con; 12d6 kinetic + 12d4 poison

Reappropriated Arms and Wares: Explosives and Munitions

Torpedo, Mag-Pulse

Ammunition (Standard)
950 cr | 20 lb
This torpedo launcher ammunition deals 5d4 Lightning damage on a hit.

When you hit a droid or construct with this ammunition, for up to one minute, it can't take a reaction. Moreover, on its turns, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. At the end of its turns, the target can make a DC 14 Constitution save at disadvantage. On success, the effect ends.

At greater quality:
Average: 5d6 Lightning; DC 16 Con
Major: 5d8 Lightning; DC 18 Con
Deadly: 5d10 Lightning; DC 20 Con
Lethal: 5d12 Lightning; DC 22 Con
Devastating: 5d20 Lightning; DC 24 Con

Torpedo, Homing Plasma

Ammunition (Standard)
1050 cr | 20 lb
When fired at a target, the target instead makes a Dexterity saving throw, DC equal to 8 + your bonus to the attack roll. A target takes 20d4 Energy damage on failure or half as much on success. A target beyond the weapon's normal range makes the saving throw with advantage.

At greater quality:
Average: +1 to attack rolls, 20d6 Energy
Major: +2 to attack rolls, 20d8 Energy
Deadly: +3 to attack rolls, 20d10 Energy
Lethal: +3 to attack rolls, 20d12 Energy
Devastating: +3 to attack rolls, 20d20 Energy

Torpedo, Cluster Homing Fragmentation

Ammunition (Standard)
1350 cr | 20 lb
When fired at a target point, the torpedo detonates into second-stage cluster explosives. You may target creatures within 20 feet of the target point with cluster explosives, assigning 20 explosives among the targets available. The targeted creatures must each make a Dexterity saving throw, DC equal to 8 + your bonus to the attack roll. A target creature takes a number of d4s of Kinetic damage equal to the number of explosives you assigned to it on failure, or half as much on success. If the torpedo was fired beyond the weapon's normal range, the targets' Dexterity saving throws are made with advantage.

Bonuses granted by the weapon that would increase the number of damage die instead increase the number of explosive clusters.

At greater quality:
Average: +1 to attack rolls, 20x 1d6 Kinetic
Major: +2 to attack rolls, 20x 1d8 Kinetic
Deadly: +3 to attack rolls, 20x 1d10 Kinetic
Lethal: +3 to attack rolls, 20x 1d12 Kinetic
Devastating: +3 to attack rolls, 20x 1d20 Kinetic

Rocket, Tanksmasher

Ammunition (Standard)
675 cr | 2 lb
This rocket launcher ammunition deals 2d6 Kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 2d8 Kinetic damage on a failed save or half as much on a successful one. Both the initial attack's damage and saving throw ignore a target's damage resistances and damage threshold features, such as Heavy Durasteel Armor.

At greater quality:
Average: +1 to attack rolls; DC 16 Dex, 4d8 Kinetic
Major: +2 to attack rolls; DC 18 Dex, 6d8 Kinetic
Deadly: +3 to attack rolls; DC 20 Dex, 8d8 Kinetic
Lethal: +3 to attack rolls; DC 22 Dex, 10d8 Kinetic
Devastating: +3 to attack rolls; DC 24 Dex, 12d8 Kinetic

Grenade, Biotic

Explosive (Standard)
350 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 5 feet must make a DC 14 Dexterity saving throw. A creature takes 3d8 kinetic damage on a failed save, or half as much as on a successful one. Terrain or structures making the saving throw automatically fail as if they rolled a natural 1.

At greater quality:
Average: DC 16 Dex; 6d8 kinetic
Major: DC 18 Dex; 9d8 kinetic
Deadly: DC 20 Dex; 12d8 kinetic
Lethal: DC 22 Dex; 15d8 kinetic
Devastating: DC 24 Dex; 18d8 kinetic


Grenade, Blue Shadow

Advanced Consumable (Explosive)
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. The grenade explodes, filling the air in a 10-foot-radius sphere with faint-blue fog for 1 minute. The fog spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of at least 10 miles per hour disperses it.

When a creature enters the fog or starts its turn there, if it is not immune to disease, it contracts the Blue Shadow Virus (Strangest Foes p93).

With a payload of weaponized Blue Shadow Virus, one of the most potent biological weapons in galactic history, just one of these grenades is enough to warrant quarantine of an entire planet.

Reappropriated Arms and Wares: Explosives and Munitions

Grenade, Spray Foam

Explosive (Standard)
240 cr | 1 lb
Grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties).
As an action, you can prime and throw a grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 5 feet must make a DC 14 Strength saving throw. On failure, a creature is restrained for up to 1 minute, and can reattempt the save at the beginning of its turns. While restrained in this way, a creature can't take actions or reactions, and automatically fails Dexterity saving throws as if it rolled a 1. Any fires within the radius of the explosion are extinguished.

Another creature who is not also grappled or restrained may use their action to attempt the save, freeing the assisted creature on success.

At greater quality:
Average: DC 16 Str
Major: DC 18 Str
Deadly: DC 20 Str
Lethal: DC 22 Str
Devastating: DC 24 Str

Rocket, Flare

Ammunition (Standard)
550 cr | 2 lb
This rocket launcher ammunition deals 2d6 Kinetic damage on a hit. Additionally, hit or miss, the rocket then explodes. The target and each creature within 60 feet must make a DC 14 Dexterity saving throw, taking 2d4 Fire damage on a failed save or half as much on a successful one. In addition, the explosion illuminates a 100-foot radius with bright light for up to 1 minute, which is visible from up to 10 miles away. A creature within this radius is Blinded and has disadvantage on Dexterity (Stealth) checks until the flare's light ends, or the creature leaves this radius. The light can be extinguished by destroying it; it has 14 AC and 1 hit point. Attacks against the light are made with disadvantage.

At greater quality:
Average: +1 to attack rolls; DC 16 Dex, 4d4 Fire
Major: +2 to attack rolls; DC 18 Dex, 6d4 Fire
Deadly: +3 to attack rolls; DC 20 Dex, 8d4 Fire
Lethal: +3 to attack rolls; DC 22 Dex, 10d4 Fire
Devastating: +3 to attack rolls; DC 24 Dex, 12d4 Fire

Reappropriated Arms and Wares: Hazardous Substances

Hazardous Substances

Booster Blue

Prototype Consumable (Spice)
Booster Blue is made out of industrial dye used for starship manufacturing and is usually stored in metal casings. As an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature experiences a high that causes all weapon attacks to be made against them at disadvantage. Additionally, for the duration of the high, when the creature would make a Dexterity saving throw to resist taking damage, it takes no damage on success and half damage on failure. At the end of the high, the creature must succeed on a DC 16 Wisdom saving throw or experience a low that lasts 1 hour, during which its current and maximum hit points decrease by 2d12 and it suffers two stacks of exhaustion. If it already had at least one stack of exhaustion, the others from the low remain after the low has ended. At the end of the low, the creature must make a DC 16 Constitution saving throw to resist addiction, and on failure, it suffers two addiction levels.

Colo Claw Fish Venom

Advanced Consumable (Poison)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw, becoming poisoned on failure. While poisoned in this way, a creature is paralyzed and takes 6d6 Poison damage at the beginning of its turns. The poison lasts for up to an hour, and the creature can reattempt the save at the beginning of its turns. Once applied, the poison retains potency for 1 minute before drying.

Extracted in a painstaking process from the colossal colo claw fish, this paralytic venom was intended to subdue prey and prepare it for ingestion.

Gunjack

Premium Consumable (Spice)
Gunjack is made of a highly concentrated methylpenatox and glucose-based chemical cocktail. As an action, you can apply this substance to a creature within 5 feet. For the next minute, the creature experiences a high that allows them to roll an additional 2d6 when making an ability check, attack roll, or saving throw using Strength, but must roll a d6 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity or Wisdom. At the end of the high, the creature must succeed on a DC 16 Wisdom saving throw or experience a low that lasts 1 hour, during which it must roll 2d6 and subtract the result when making an ability check, attack roll, or saving throw using Dexterity or Wisdom. At the end of the low, the creature must make a DC 16 Constitution saving throw to resist addiction.

Kessoline

Premium Consumable (Poison)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw, taking 2d6 poison damage on a failed save or half as much on a successful one. Additionally, the next time the target creature takes fire damage in the next minute, it takes an additional 1d6 fire damage. Once applied, the poison retains potency for 1 minute before drying.

Kessoline is a green-colored, toxic fuel trapped in mineral kesselstone. It is highly poisonous and highly flammable.

Mine Crab Saliva

Premium Consumable (Poison)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw, becoming poisoned on failure. While poisoned in this way, all creatures gain advantage on attack rolls against the poisoned creature if at least one of the attacker's allies is within 5 feet of the creature and the ally isn't incapacitated. The poison lasts for up to ten minutes, and the creature can reattempt the save at the beginning of its turns. Once applied, the poison retains potency for 1 minute before drying.

This sample of septic saliva, drawn from the jagged maw of a mine crab, dulls peripheral reflexes to maximize effectiveness of pack tactics.

Neutron Pixie

Advanced Consumable (Spice)
Neutron Pixie is an extremely potent, hallucinogenic spice with an unknown origin. As an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature experiences a high that grants them advantage when making an ability check or saving throw using Strength, Constitution, or Charisma. Additionally, for the duration of the high, the creature has immunity to the frightened condition and resistance to all damage except psychic. At the end of the high, the creature must succeed on a DC 18 Wisdom saving throw or experience a low that lasts 4 hours, during which it suffers a -6 penalty to its Constitution and Intelligence scores and suffers a level of exhaustion. If it already had at least one stack of exhaustion, the stack from the low remains after the low has ended. At the end of the low, the creature must make a DC 18 Constitution saving throw to resist addiction, and on failure, it suffers two addiction levels.

Thruster Head

Prototype Consumable (Poison)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon, or who ingests Thruster Head, must make a DC 16 Constitution saving throw, becoming poisoned on failure. While poisoned in this way, the creature is under the effects of the Hallucinate Force power. The DM chooses what phenomenon the creature experiences without any limitations of size or complexity. The affected creature cannot break the hallucination with a Intelligence (Investigation) check; instead, it may make a DC 16 Wisdom saving throw to end the effect after ten minutes, and every minute thereafter. If the creature has resistance to Poison or Psychic damage, or has advantage on saving throws against the Charmed condition, it can make the first Wisdom saving throw after five minutes and every turn thereafter.

A powerful psychoactive hallucinogenic, Thruster Head would often cause death due to foolish actions while on the drug, usually from a hallucinated object or figure.

Truth Serum

Prototype Consumable (Poison)
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 16 Constitution saving throw, becoming poisoned on failure for up to 10 minutes. The poisoned creature can’t speak a deliberate lie, and while poisoned, creatures who make Wisdom or Charisma checks in contest with the creature roll with advantage. An affected creature can avoid answering questions to which it would normally respond with a lie by succeeding on a DC 14 Wisdom check each time, as long as it remains within the boundaries of the truth. The poisoned creature can reattempt the Constitution saving throw every minute, ending the effect on success.

Truth Serum refers to a number of neurochemical compounds engineered to induce an inclination to talk without inhibition and to reveal withheld information.

Reappropriated Arms and Wares: Armor Modifications

Additional Armor Modifications

Agent Armoring

Prototype Armor Modification (Armoring)
While wearing this armor, you have darkvision to a range of 60 feet (or increases your darkvision range by 30 feet, if you already have it), and you can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

Assassination Armoring

Advanced Armor Modification (Armoring)
This armor gains the Silent property, and you can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

Authority Armoring

Prototype Armor Modification (Armoring)
This armor gains the Reinforced property. In addition, while wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Brute Armoring (Improved)

Prototype Armor Modification (Armoring)
This armor gains the Powered 13 and Reinforced properties. If it already has the Powered property, its powered number increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).

Brute Armoring (Exceptional)

Legendary Armor Modification (Armoring)
This armor gains the Powered 17 and Reinforced properties. If it already has the Powered property, its powered number increases by four steps (from 11 to 19, or 13 to 21).

Dive Armoring

Prototype Armor Modification (Armoring)
This armor gains the Impermeable 1 (Diving) property, and while wearing it, you have a swimming speed equal to your movement speed. If it already had the Impermeable property, it increases by 1 and adds the Diving property to it.

Launch Armoring

Prototype Armor Modification (Armoring)
This armor gains the Impermeable 1 (Space) property, and loses the Rigid property, if it has it. If it already had the Impermeable property, it increases by 1 and adds the Space property to it.

Launch Armoring Mk II

Legendary Armor Modification (Armoring)
This armor gains the Impermeable 1 (Space) property, and loses the Bulky and Rigid properties, if it has them. If it already had the Impermeable property, it increases by 1 and adds the Space property to it.

Enforcement Armoring (Improved)

Prototype Armor Modification (Armoring)
This armor gains the Obscured and Powered 13 properties. If it already has the Powered property, its powered number increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).

Enforcement Armoring (Exceptional)

Legendary Armor Modification (Armoring)
This armor gains the Obscured and Powered 17 properties. If it already has the Powered property, its powered number increases by four steps (from 11 to 19, or 13 to 21).

Escape Armoring Mk I

Advanced Armor Modification (Armoring)
This armor gains the Agile 13 and Avoidant 1 properties. If it already has the Avoidant property, that value increases by 1, to a maximum of 3. If it already has the Agile property, its agile number increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).

Escape Armoring Mk II

Artifact Armor Modification (Armoring)
This armor gains the Agile 17 and Avoidant 2 properties. If it already has the Avoidant property, that value increases by 2, to a maximum of 3. If it already has the Agile property, its agile number increases by four steps (from 11 to 19, or 13 to 21).

Espionage Armoring

Advanced Armor Modification (Armoring)
This armor gains the Obscured property, and you can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed.

Fortress Armoring Mk I

Prototype Armor Modification (Armoring)
This armor gains the Reactive 1 property. If it already has the Reactive property, its value increases by 1, to a maximum of 3.

Additionally, as a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. While anchored in this way, your Reactive value doubles, to a maximum of 6.

Fortress Armoring Mk II

Legendary Armor Modification (Armoring)
This armor gains the Reactive 2 property. If it already has the Reactive property, its value increases by 2, to a maximum of 3.

Additionally, as a bonus action, you can anchor your feet to the ground. While anchored, your speed is 0, you have advantage on Strength checks and Strength saving throws, and your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. While anchored in this way, your Reactive value doubles, to a maximum of 6.

Hazard Armoring (Improved)

Prototype Armor Modification (Armoring)
This armor gains the Impermeable 2 (suits chosen by the GM) and Powered 13 properties. If it already has the Powered property, its powered number increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).

Hazard Armoring (Exceptional)

Legendary Armor Modification (Armoring)
This armor gains the Impermeable 5 (suits chosen by the GM) and Powered 17 properties. If it already has the Powered property, its powered number increases by four steps (from 11 to 19, or 13 to 21).

Reappropriated Arms and Wares: Armor Modifications

Infiltration Armoring

Advanced Armor Modification (Armoring)
This armor gains the Obscured and Silent properties.

Infiltration Armoring Mk II

Legendary Armor Modification (Armoring)
This armor gains the Obscured and Silent properties. In addition, while wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Kolto-Release Armoring Mk I

Prototype Armor Modification (Armoring)
This armor can store one medpac within its kolto-delivery system. As a bonus action, you can use the stored medpac on yourself. Reloading a new medpac takes one minute.

Kolto-Release Armoring Mk II

Legendary Armor Modification (Armoring)
This armor can store one medpac within its kolto-delivery system. As a bonus action, you can use the stored medpac on yourself. When you use your bonus action to use the medpac in this way and roll the dice to determine the amount of hit points regained, you roll with advantage.

Additionally, when you have a medpac loaded into the armor and you are reduced to 0 hit points while wearing this armor but not killed outright, the medpac automatically dispenses and heals you for the amount rolled (no action required). Reloading a new medpac takes one minute.

Olympiad Armoring Mk I

Advanced Armor Modification (Armoring)
This armor gains the Agile 13 and Powered 13 properties. If it already has either property, that property increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21).

Olympiad Armoring Mk II

Artifact Armor Modification (Armoring)
This armor gains the Agile 17 and Powered 17 properties. If it already has either property, that property increases by four steps (from 11 to 19, or 13 to 21).

Optimized Actuators Mark II

Prototype Armor Modification (Armoring)
Your movement speed increases by 10 feet.

Optimized Actuators Mark III

Legendary Armor Modification (Armoring)
Your movement speed increases by 15 feet.

Overseer Armoring

Prototype Armor Modification (Armoring)
This armor gains the Impermeable 2 property (suits chosen by the GM), and you can integrate a single weapon that weighs no more than 8 lb. into this armor. While integrated, that weapon gains the hidden property. Additionally, you have advantage on Strength saving throws to avoid being disarmed of this weapon.

Parkour Armoring

Advanced Armor Modification (Armoring)
This armor gains the Reinforced and Silent properties.

Parkour Armoring Mk II

Legendary Armor Modification (Armoring)
This armor gains the Reinforced and Silent properties. In addition, while wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Reflec Armoring

Advanced Armor Modification (Armoring)
This armor gains the Obscured and Reinforced properties.

Reflec Armoring Mk II

Legendary Armor Modification (Armoring)
This armor gains the Obscured and Reinforced properties. In addition, while wearing this armor, you have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet.

Survivalist Armoring Mk I

Advanced Armor Modification (Armoring)
This armor gains the Powered 13 property. If it already has the Powered property, its powered number increases by two steps (from 11 to 15, 13 to 17, 15 to 19, or 17 to 21). Additionally, when you are reduced to 0 hit points while wearing this armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Survivalist Armoring Mk II

Artifact Armor Modification (Armoring)
This armor gains the Powered 17 property. If it already has the Powered property, its powered number increases by four steps (from 11 to 19, or 13 to 21). Additionally, when you are reduced to 0 hit points while wearing this armor but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Weapon Integration Armoring Mk II

Prototype Armor Modification (Armoring)
Prerequisite: Medium Armor
You can integrate a single weapon that weighs no more than 16 lb. into this armor. While integrated, that weapon gains the fixed property. Additionally, you have advantage on Strength saving throws to avoid being disarmed of the weapon.

Weapon Integration Armoring Mk III

Legendary Armor Modification (Armoring)
Prerequisite: Heavy Armor
You can integrate a single weapon that weighs no more than 24 lb. into this armor. While integrated, that weapon gains the fixed property. Additionally, you have advantage on Strength saving throws to avoid being disarmed of the weapon.

Vacuum Service Armoring Mk I

Advanced Armor Modification (Armoring)
This armor gains the Impermeable 2 (Diving, Space) property, and while you are wearing it, you have a flying speed of 10 feet using its mini-thrusters. If it already had the Impermeable property, it increases by 2 and adds the Diving and Space properties to it.
Additionally, while you are in a low- or zero-gravity environment and within 5 feet of an object at least one size Larger than you, you may activate the suit's artifical gravity generator. Activating or deactivating the generator requires a bonus action and, while active, you are able to move along the object as if in a standard gravitational pull. The suit's gravity generator and thrusters last for 10 minutes of use and can be recharged by a power source or replacing the power cell.

Reappropriated Arms and Wares: Armor Modifications

Vacuum Service Armoring Mk II

Artifact Armor Modification (Armoring)
This armor gains the Impermeable 2 (Diving, Space) property, and while you are wearing it, you have a flying speed of 15 feet using its mini-thrusters and have darkvision to a range of 60 feet. If you already have darkvision, this modification increases its range by 30 feet. If it already had the Impermeable property, it increases by 2 and adds the Diving and Space properties to it.
Additionally, while you are in a low- or zero-gravity environment and within 5 feet of an object at least one size Larger than you, you may activate the suit's artifical gravity generator. Activating or deactivating the generator requires a bonus action and, while active, you are able to move along the object as if in a standard gravitational pull. The suit's gravity generator and thrusters last for 10 minutes of use and can be recharged by a power source or replacing the power cell.
The suit can also recharge itself with a strong source of bright light. For every ten minutes you spend in bright light with the thrusters and gravity generator deactivated, you regain 1 minute of use.

Reappropriated Arms and Wares: Blaster Modifications

Additional Blaster Modifications

Crackshot Core

Artifact Blaster Modification (Core)
Requirement: Keen Property
When this weapon is used to attack creatures of a specific creature type, the weapon's Keen value doubles, to a maximum of 6. The DM determines the type or chooses it at random.

Demoralizing Core

Prototype Blaster Modification (Core)
The weapon gains the Disarming and Neuralizing 13 properties. If it already has the Neuralizing property, its value increases by 1, to a maximum of 18.

Demoralizing Supremacy Core

Legendary Blaster Modification (Core)
The weapon gains the Disarming and Neuralizing 14 properties. If it already has the Neuralizing property, its value increases by 2, to a maximum of 18.

Destroyer Core

Artifact Blaster Modification (Core)
Requirement: Brutal Property
When this weapon is used to attack creatures of a specific creature type, the weapon's Brutal value doubles, to a maximum of 6. The DM determines the type or chooses it at random.

Disassembler Core

Advanced Blaster Modification (Core)
When attacking a creature of Construct or Droid type, the weapon deals an additional damage die.

Disassembler Core Mk II

Artifact Blaster Modification (Core)
When attacking a creature of Construct or Droid type, the weapon deals an additional damage die that ignores any resistance or immunity of the target.

EMP Bayonet

Advanced Blaster Modification (Attachment)
The blaster gains a pulse-emitting electromagnetic blade affixed to the barrel, allowing you to make a melee weapon attack with it. The blade is a melee weapon with the finesse property that you are proficient with, and deals 1d6 ion damage. Additionally, when you make a successful attack with it, the target must make a DC 13 Dexterity saving throw; on failure, it is Shocked until the end of its next turn.

Gotra Core

Advanced Blaster Modification (Core)
When attacking a creature of Beast or Humanoid type, the weapon deals an additional damage die.

Gotra Core Mk II

Artifact Blaster Modification (Core)
When attacking a creature of Beast or Humanoid type, the weapon deals an additional damage die that ignores any resistance or immunity of the target.

Imposing Core

Premium Blaster Modification (Core)
Requirements: Strength or Two-handed
The weapon gains the Mighty property.

Imposing Dueling Core

Advanced Blaster Modification (Core)
Requirements: Strength or Two-handed
The weapon gains the Mighty property. In addition, you may add the modifier of the statistic you aren’t using among Strength and Dexterity to your attack and damage rolls, up to a bonus of +1.

Imposing Supremacy Core

Artifact Blaster Modification (Core)
Requirements: Strength or Two-handed
The weapon gains the Mighty property. In addition, you may add the modifier of the statistic you aren’t using among Strength and Dexterity to your attack and damage rolls, up to a bonus of +2.

Imposing Foregrip

Standard Blaster Modification (Attachment)
Requirements: Strength or Two-handed
The weapon gains the Mighty property.

Imposing Foregrip (Major)

Prototype Blaster Modification (Attachment)
Requirements: Strength or Two-handed
The weapon gains the Mighty property. In addition, you may add the modifier of the statistic you aren’t using among Strength and Dexterity to your attack and damage rolls, up to a bonus of +1.

Imposing Foregrip (Lethal)

Legendary Blaster Modification (Attachment)
Requirements: Strength or Two-handed
The weapon gains the Mighty property. In addition, you may add the modifier of the statistic you aren’t using among Strength and Dexterity to your attack and damage rolls, up to a bonus of +2.

MGL-1

Advanced Blaster Modification (Attachment)
Requirements: Two-handed
This blaster gains the Modal (Rocket Rifle) property and its weight increases by 7 pounds. When using the rocket rifle firing mode, the blaster adopts the following properties: Ammunition (125/500), Silent, Reload 30.

Pulse-Wave Core Mk I

Prototype Blaster Modification (Core)
Requirements: blaster weapon that deals energy, fire, ion, or sonic damage
Against targets within half this weapon's normal range (rounded down), this weapon has advantage on its damage rolls. Against targets at long range, this weapon has disadvantage on its damage rolls.

Pulse-Wave Core Mk II

Legendary Blaster Modification (Core)
Requirements: blaster weapon that deals energy, fire, ion, or sonic damage
Against targets within half this weapon's normal range (rounded down), this weapon has advantage on its damage rolls. Against targets at long range, this weapon has disadvantage on its damage rolls. Additionally, when you deal a critical hit with this weapon and must roll the damage dice at advantage or disadvantage, you may choose to reroll one set of weapon damage dice.

Reappropriated Arms and Wares: Blaster Modifications

Scrambling Core

Prototype Blaster Modification (Core)
The weapon gains the Shocking 13 and Disruptive properties. If it already has the Shocking property, its value increases by 1, to a maximum of 18.

Scrambling Supremacy Core

Legendary Blaster Modification (Core)
The weapon gains the Shocking 14 and Disruptive properties. If it already has the Shocking property, its value increases by 2, to a maximum of 18.

Target-Painting Core

Advanced Blaster Modification (Core)
Once between reloads of the weapon, immediately after you make a successful weapon attack against a target creature within 90 feet, you can use your bonus action to cast the target lock tech power at 1st level upon the creature. You do not have to concentrate to maintain the effect. The effect cannot be switched to another target, and ends upon the target creature's death, the last shot is fired from the magazine, you cast the power on another creature, or you lose sight of the creature for at least one minute. You can use this effect a number of times between short and long rests equal to your proficiency bonus.

Termination Core

Artifact Blaster Modification (Core)
Requirement: Vicious Property
When this weapon is used to attack creatures of a specific creature type, the weapon's Vicious value doubles, to a maximum of 6. The DM determines the type or chooses it at random.

Truelight Attachment

Legendary Blaster Modification (Attachment)
You affix a targeted light to this weapon. As a bonus action, you can toggle the light on or off. While on, this weapon sheds bright light in a 60-foot cone, which can automatically dispel illusions and detect invisibility as with truesight. The truelight's battery lasts for 10 minutes of use and can be recharged by a power source or replacing the power cell.

Ultimatum Core

Artifact Blaster Modification (Core)
Requirement: Dire Property
When this weapon is used to attack creatures of a specific creature type, the weapon's Dire value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage. The DM determines the type or chooses it at random.

Underbarrel Grenade Launcher

Prototype Blaster Modification (Attachment)
Requirements: Two-handed
This blaster gains the Modal (Grenade Launcher) property, and its weight increases by 7 pounds.

Underbarrel Projector

Prototype Blaster Modification (Attachment)
Requirements: Two-handed
This blaster gains the Modal (Vapor Projector) property, and its weight increases by 8 pounds.

Reappropriated Arms and Wares: Vibroweapon Modifications

Additional Vibroweapon Modifications

Decimation Guard

Artifact Vibroweapon Modification (Guard)
Requirement: Brutal Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Brutal value doubles, to a maximum of 6.

Demoralizing Dueling Guard

Prototype Vibroweapon Modification (Guard)
The weapon gains the Disarming and Neuralizing 13 properties. If it already has the Neuralizing property, its value increases by 1, to a maximum of 18.

Demoralizing Supremacy Guard

Legendary Vibroweapon Modification (Guard)
The weapon gains the Disarming and Neuralizing 14 properties. If it already has the Neuralizing property, its value increases by 2, to a maximum of 18.

Demoralizing Oscillator (Major)

Prototype Vibroweapon Modification (Oscillator)
The weapon gains the Disarming and Neuralizing 13 properties. If it already has the Neuralizing property, its value increases by 1, to a maximum of 18.

Demoralizing Oscillator (Lethal)

Legendary Vibroweapon Modification (Oscillator)
The weapon gains the Disarming and Neuralizing 14 properties. If it already has the Neuralizing property, its value increases by 2, to a maximum of 18.

Destined Guard

Artifact Vibroweapon Modification (Guard)
Requirement: Dire Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Dire value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Scrambling Dueling Guard

Prototype Vibroweapon Modification (Guard)
The weapon gains the Shocking 13 and Disruptive properties. If it already has the Shocking property, its value increases by 1, to a maximum of 18.

Scrambling Supremacy Guard

Legendary Vibroweapon Modification (Guard)
The weapon gains the Shocking 14 and Disruptive properties. If it already has the Shocking property, its value increases by 2, to a maximum of 18.

Scrambling Oscillator (Major)

Prototype Vibroweapon Modification (Oscillator)
The weapon gains the Shocking 13 and Disruptive properties. If it already has the Shocking property, its value increases by 1, to a maximum of 18.

Scrambling Oscillator (Lethal)

Legendary Vibroweapon Modification (Oscillator)
The weapon gains the Shocking 14 and Disruptive properties. If it already has the Shocking property, its value increases by 2, to a maximum of 18.

Unforgiving Guard

Artifact Vibroweapon Modification (Guard)
Requirement: Vicious Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Vicious value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Unstoppable Guard

Artifact Vibroweapon Modification (Guard)
Requirement: Keen Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Keen value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Reappropriated Arms and Wares: Lightweapon Modifications

Additional Lightweapon Modifications

Decimation Hilt

Artifact Lightweapon Modification (Hilt)
Requirement: Brutal Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Brutal value doubles, to a maximum of 6.

Demoralizing Dueling Hilt

Prototype Lightweapon Modification (Hilt)
The weapon gains the Disarming and Neuralizing 13 properties. If it already has the Neuralizing property, its value increases by 1, to a maximum of 18.

Demoralizing Supremacy Hilt

Legendary Lightweapon Modification (Hilt)
The weapon gains the Disarming and Neuralizing 14 properties. If it already has the Neuralizing property, its value increases by 2, to a maximum of 18.

Demoralizing Cell (Major)

Prototype Lightweapon Modification (Cell)
The weapon gains the Disarming and Neuralizing 13 properties. If it already has the Neuralizing property, its value increases by 1, to a maximum of 18.

Demoralizing Cell (Lethal)

Legendary Lightweapon Modification (Cell)
The weapon gains the Disarming and Neuralizing 14 properties. If it already has the Neuralizing property, its value increases by 2, to a maximum of 18.

Destined Hilt

Artifact Lightweapon Modification (Hilt)
Requirement: Dire Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Dire value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Ionic Cell (Major)

Prototype Lightweapon Modification (Cell)
The weapon's damage type switches to Ion, and deals -1 damage per weapon damage die.

Ionic Cell (Lethal)

Legendary Lightweapon Modification (Cell)
The weapon's damage type switches to Ion, and deals +1 damage per weapon damage die.

Unforgiving Hilt

Artifact Lightweapon Modification (Hilt)
Requirement: Vicious Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Vicious value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Unstoppable Hilt

Artifact Lightweapon Modification (Hilt)
Requirement: Keen Property
When this weapon is used to attack creatures of level or Challenge Rating equal to or less than your character level, the weapon's Keen value doubles, to a maximum of 6. The weapon damage dealt when using this effect at its highest value is True damage.

Reappropriated Arms and Wares: Droid Customizations

Additional Droid Customizations

AA-1 Tactical Processor

Legendary Droid Customization (Part)
The droid can take an additional reaction each round. It can only take one reaction per turn.

B2 Weapons Suite

Prototype Droid Customization (Part)
Prerequisite: Class I, III, or IV droid
The droid gains an integrated wristblaster and wrist launcher. It can switch between the two as an object interaction.

Capture Prevention Device Mk I

Standard Droid Customization (Part)
The droid can use its action to arm a thermal detonator stored within it, which will detonate at initiative count 20. As a free action on any creature's turn, the droid can choose to cancel the detonation. When detonated, all creatures in a 20-foot radius must make a DC 14 Dexterity saving throw, taking 11 (2d10) Kinetic damage and 7 (2d6) Fire damage. The droid takes maximum damage.

Capture Prevention Device Mk II

Advanced Droid Customization (Part)
The droid can use its action to arm a thermal detonator stored within it, which will detonate at initiative count 20. As a free action on any creature's turn, the droid can choose to cancel the detonation. When detonated, all creatures in a 20-foot radius must make a DC 20 Dexterity saving throw, taking 44 (8d10) Kinetic damage and 28 (8d6) Fire damage. The droid takes maximum damage. When the droid is reduced to 10% of its hit points or less, it can activate the detonator as a reaction.

Combat Function Protocols

Prototype Droid Customization (Protocol)
The droid gains 3 benefits of your choice among the following:

  • Proficiency with Light Armor. If it already has proficiency in light armor, it gains proficiency in medium armor. If it already has proficiency in medium armor, it gains proficiency in heavy armor.
  • Proficiency with two blasters or vibroweapons.
  • The droid's damage die for unarmed strikes and natural weapons increases by one step (from 1 to d4, d4 to d6, or d6 to d8).

Combat Specialization Protocols

Advanced Droid Customization (Protocol)
Prerequisite: Class IV droid
The droid gains one fighting style and one weapon specialization of your choice.

Combat Synergy Protocol

Premium Droid Customization (Protocol)
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.

Compound Optics Package

Advanced Droid Customization (Part)
The droid gains truesight to 30 feet. If it already had truesight, its range increases by 15 feet.

Emergency Mobility Package

Prototype Droid Customization (Part)
The droid learns the expeditious retreat and jump tech powers. It may cast both powers once between short and long rests, without expending tech points.

Formfighting Execution Protocols

Prototype Droid Customization (Protocol)
Prerequisite: Class IV droid
The droid gains proficiency with two lightweapons and learns one lightsaber form of your choice.

Grappling Combat Protocols

Advanced Droid Customization (Protocol)
Prerequisite: Class IV droid
The droid gains several melee protocols related to its capacity to grapple foes. When a feature calls for a saving throw, the DC is equal to 8 + the droid's proficiency bonus + the droid's Strength modifier.

  • When the droid makes a successful unarmed strike against a creature of size Medium or smaller, it may use its bonus action to attempt to grapple the creature.
  • When a creature grappled by the droid would grant the droid half cover, it instead has three-quarters cover.
  • While grappling a creature, the droid may use its action to Constrict the creature. The creature must make a Constitution saving throw, or becomes restrained this turn. If the droid constricts the target creature for a number of consecutive rounds equal to the creature's Constitution modifier, the creature falls unconscious for 1 hour.
  • When the droid makes a successful unarmed strike against the creature it is grappling, it may choose to hip toss the creature. The creature must make a Dexterity saving throw. On a failed save, the target is pushed back 5 feet, knocked prone, and stunned until the start of the droid's next turn. Success or failure, this ends the grapple.

HK Pursuit Protocols

Advanced Droid Customization (Protocol)
Prerequisite: Class IV droid, no levels in scout
The droid gains tracking and assassination protocols. Once on each of the droid's turns, it can choose a creature it can see within 120 feet and mark it as the droid's quarry (no action required). For the next hour, the droid gains the following benefits:

  • Once per turn, when the droid hits the target with a weapon attack, the droid can deal 1d4 additional damage to it of the same type as the weapon’s damage.
  • The droid has advantage on all Intelligence, Wisdom, and Charisma saving throws imposed by the quarry's force or tech powers.
  • The droid has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the quarry while it’s on the same planet as the quarry.

The droid can only have one creature marked in this way at a time. The droid can mark creatures in this way a number of times equal to its proficiency bonus between long rests.

Integrated Stealth Field Generator

Premium Droid Customization (Part)
The droid may use an action to activate the generator and turn invisible. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if the droid makes an attack or cast a power.

Reappropriated Arms and Wares: Droid Customizations

Localized Deflector Shield Mk I

Premium Droid Customization (Part)
The droid gains a shield of temporary hit points equal to its number of hit dice. At the beginning of the droid's turns, if it hasn't taken damage since the end of its last turn, its shield regains a number of hit points equal to half its Constitution modifier (rounded up), up to the shield's maximum. The shield is vulnerable to Ion and Lightning damage, and does not regenerate while the droid has temporary hit points from another feature.

Localized Deflector Shield Mk II

Advanced Droid Customization (Part)
The droid gains a shield of temporary hit points equal to its Constitution modifier times its number of hit dice. At the beginning of the droid's turns, if it hasn't taken damage since the end of its last turn, its shield regains a number of hit points equal to its Constitution modifier, up to the shield's maximum. The shield is vulnerable to Ion and Lightning damage, and does not regenerate while the droid has temporary hit points from another feature.

Localized Deflector Shield Mk III

Artifact Droid Customization (Part)
The droid gains a shield of temporary hit points equal to twice its Constitution modifier times its number of hit dice. At the beginning of the droid's turns, if it hasn't taken damage since the end of its last turn, its shield regains a number of hit points equal to double its Constitution modifier, up to the shield's maximum. The shield is vulnerable to Ion and Lightning damage, and does not regenerate while the droid has temporary hit points from another feature.

Multispectrum Disguise Suite

Prototype Droid Customization (Part)
Prerequisite: Class I, III, or IV droid
The droid gains a number of charges equal to its proficiency bonus. Expending a charge, it may cast the holographic disguise tech power, using Intelligence as its casting ability. At the end of a long rest, the droid regains 1d4+1 charges.

Precision Optics Package

Premium Droid Customization (Part)
The droid gains advantage on Wisdom (Perception) checks that rely on sight beyond 30 feet. In conditions of clear visibility, it can make out details of even extremely distant creatures and objects as small as 2 feet across. Additionally, the droid gains advantage on Intelligence (Investigation) checks that rely on sight within 5 feet. It can see objects as small as half an inch with immaculate detail.

Redundant Control Node Network

Prototype Droid Customization (Part)
The droid gains hidden redundant control systems and a switching mechanism, allowing it to bypass restraining bolts. While a restraining bolt is installed on the droid, once per day, the droid can make a Constitution check equal to the restraining bolt's value. It can make multiple additional attempts each day, each subsequent time expending a hit die and decreasing its current and maximum hit points by its Constitution modifier. Any hit point loss is recovered after completing a long rest.
Success or failure, no creatures are aware of the attempts to bypass the bolt. With three successes, the restraining bolt overloads and is rendered useless.

SD-K4 Deployment Pod

Advanced Droid Customization (Part)
Prerequisite: size Medium or larger
As an action, the droid may release a Probe Killer Swarm (CR 4) in a space within 5 feet of it. It cannot take this action again until the Probe Killer Swarm is replaced.

Service Optics Package

Premium Droid Customization (Part)
The droid gains darkvision to 60 feet. If it already had darkvision, its range increases by 30 feet.

Vibration Sensory Package

Prototype Droid Customization (Part)
The droid gains tremorsense to 60 feet. If it already had tremorsense, its range increases by 30 feet.

Reappropriated Arms and Wares: Clothing Modifications

Additional Clothing Modifications

Area Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
When you fire a blaster using a flechette clip, flechette mag, projector canister, or projector tank, the imposed saving throw DC increases by 1.

Area Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
When you fire a blaster using a flechette clip, flechette mag, projector canister, or projector tank, the imposed saving throw DC increases by 2.

Area Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
When you fire a blaster using a flechette clip, flechette mag, projector canister, or projector tank, the imposed saving throw DC increases by 3.

Bioenhancement Matrix Weave (Fine)

Premium Clothing Customization (Weave)
Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level.

Bioenhancement Matrix Weave (Choice)

Advanced Clothing Customization (Weave)
Your hit point maximum increases by an amount equal to twice your level, and it increases by 2 every time you gain a level.

Bioenhancement Matrix Weave (Exquisite)

Artifact Clothing Customization (Weave)
Your hit point maximum increases by an amount equal to three times your level, and it increases by 3 every time you gain a level.

Chemical Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist acid damage and the corroded condition increase by 1.

Chemical Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist acid damage and the corroded condition increase by 2.

Chemical Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist acid damage and the corroded condition increase by 3.

Combustion Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist fire damage and the ignited condition increase by 1.

Combustion Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist fire damage and the ignited condition increase by 2.

Combustion Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist fire damage and the ignited condition increase by 3.

Defensive Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
When you are using the Guard action and choose to let an attack hit you, the attack's damage is reduced by 2 (to a minimum of 1).

Defensive Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
When you are using the Guard action and choose to let an attack hit you, the attack's damage is reduced by 4 (to a minimum of 1).

Defensive Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
When you are using the Guard action and choose to let an attack hit you, the attack's damage is reduced by 6 (to a minimum of 1).

Easing Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist psychic damage and the frightened condition increase by 1.

Easing Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist psychic damage and the frightened condition increase by 2.

Easing Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist psychic damage and the frightened condition increase by 3.

Essence Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist necrotic damage and the weakened condition increase by 1.

Essence Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist necrotic damage and the weakened condition increase by 2.

Essence Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist necrotic damage and the weakened condition increase by 3.

Explosives Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
The imposed saving throw DC of the charges, grenades, mines, missiles, and rockets you control increases by 1.

Explosives Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
The imposed saving throw DC of the charges, grenades, mines, missiles, and rockets you control increases by 2.

Explosives Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
The imposed saving throw DC of the charges, grenades, mines, missiles, and rockets you control increases by 3.

Flux Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist ion damage and the stunned condition increase by 1.

Reappropriated Arms and Wares: Clothing Modifications

Flux Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist ion damage and the stunned condition increase by 2.

Flux Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist ion damage and the stunned condition increase by 3.

Frigid Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist cold damage and the slowed condition increase by 1.

Frigid Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist cold damage and the slowed condition increase by 2.

Frigid Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist cold damage and the slowed condition increase by 3.

Gunner Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
When you fire a blaster using burst or rapid fire, the imposed saving throw DC increases by 1.

Gunner Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
When you fire a blaster using burst or rapid fire, the imposed saving throw DC increases by 2.

Gunner Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
When you fire a blaster using burst or rapid fire, the imposed saving throw DC increases by 3.

Martial Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your physical maneuvers increases by 1.

Martial Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your physical maneuvers increases by 2.

Martial Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your physical maneuvers increases by 3.

Reasoning Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist curse effects, madness effects, and the charmed condition increase by 1.

Reasoning Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist curse effects, madness effects, and the charmed condition increase by 2.

Reasoning Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist curse effects, madness effects, and the charmed condition increase by 3.

Reverberant Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist sonic damage and the deafened condition increase by 1.

Reverberant Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist sonic damage and the deafened condition increase by 2.

Reverberant Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist sonic damage and the deafened condition increase by 3.

Sharpshooting Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
Your regular and long range for blasters increases by 5 feet.

Sharpshooting Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
Your regular and long range for blasters increases by 10 feet.

Sharpshooting Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
Your regular and long range for blasters increases by 15 feet.

Shield Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
While wielding a shield as an improvised weapon, you may treat it as if it had the Defensive 1 weapon property.

Shield Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
While wielding a shield as an improvised weapon, you may treat it as if it had the Defensive 2 weapon property.

Shield Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
While wielding a shield as an improvised weapon, you may treat it as if it had the Defensive 3 weapon property.

Snapshooting Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
You have a +1 bonus to ranged attack rolls against targets within 5 feet.

Snapshooting Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
You have a +2 bonus to ranged attack rolls against targets within 10 feet.

Snapshooting Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
You have a +3 bonus to ranged attack rolls against targets within 15 feet.

Surge Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist lightning damage and the shocked condition increase by 1.

Surge Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist lightning damage and the shocked condition increase by 2.

Reappropriated Arms and Wares: Clothing Modifications

Surge Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist lightning damage and the shocked condition increase by 3.

Tactical Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your mental maneuvers increases by 1.

Tactical Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your mental maneuvers increases by 2.

Tactical Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
The ability check and saving throw DC imposed by your mental maneuvers increases by 3.

Toxin Protective Pattern (Basic)

Standard Clothing Customization (Pattern)
Your saving throws to resist poison damage and the poisoned condition increase by 1.

Toxin Protective Pattern (Favored)

Prototype Clothing Customization (Pattern)
Your saving throws to resist poison damage and the poisoned condition increase by 2.

Toxin Protective Pattern (Elite)

Legendary Clothing Customization (Pattern)
Your saving throws to resist poison damage and the poisoned condition increase by 3.

Unarmed Combatant Pattern (Choice)

Advanced Clothing Customization (Pattern)
The DC of any saving throws you impose when you make an unarmed strike against a creature increases by 2.

Unarmed Combatant Pattern (Fine)

Premium Clothing Customization (Pattern)
The DC of any saving throws you impose when you make an unarmed strike against a creature increases by 1.

Unarmed Combatant Pattern (Exquisite)

Artifact Clothing Customization (Pattern)
The DC of any saving throws you impose when you make an unarmed strike against a creature increases by 3.

Reappropriated Arms and Wares: Item Augments

Additional Item Augments

Brutal Melee Augment (Superior)

Advanced Item Modification (augment)
When you score a critical hit with a melee weapon attack roll, you roll one additional weapon damage dice.

Brutal Melee Augment (Exceptional)

Legendary Item Modification (augment)
When you score a critical hit with a melee weapon attack roll, you roll two additional weapon damage dice.

Brutal Melee Augment (Champion)

Artifact Item Modification (augment)
When you score a critical hit with a melee weapon attack roll, you roll three additional weapon damage dice.

Brutal Ranged Augment (Superior)

Advanced Item Modification (augment)
When you score a critical hit with a ranged weapon attack roll, you roll one additional weapon damage dice.

Brutal Ranged Augment (Exceptional)

Legendary Item Modification (augment)
When you score a critical hit with a ranged weapon attack roll, you roll two additional weapon damage dice.

Brutal Ranged Augment (Champion)

Artifact Item Modification (augment)
When you score a critical hit with a ranged weapon attack roll, you roll three additional weapon damage dice.

Charisma Functions Augment (Superior)

Advanced Item Modification (augment)
When you make a Charisma ability check, you gain a +1 bonus to the roll.

Charisma Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make a Charisma ability check, you gain a +2 bonus to the roll.

Charisma Functions Augment (Champion)

Artifact Item Modification (augment)
When you make a Charisma ability check, you gain a +3 bonus to the roll.

Constitution Functions Augment (Superior)

Advanced Item Modification (augment)
When you make a Constitution ability check, you gain a +1 bonus to the roll.

Constitution Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make a Constitution ability check, you gain a +2 bonus to the roll.

Constitution Functions Augment (Champion)

Artifact Item Modification (augment)
When you make a Constitution ability check, you gain a +3 bonus to the roll.

Controlled Exertion Augment (Exceptional)

Legendary Item Modification (augment)
All skill and tool checks you make with proficiency have a minimum roll threshold.

Controlled Exertion Augment (Champion)

Artifact Item Modification (augment)
All skill and tool checks you make with proficiency have a minimum roll threshold. In addition, that minimum increases by 1.

Controlled Force Augment (Exceptional)

Legendary Item Modification (augment)
All damage rolls you make with ammunition, explosives, and weapons you are proficient with have a minimum roll threshold.

Controlled Force Augment (Champion)

Artifact Item Modification (augment)
All damage rolls you make with ammunition, explosives, and weapons you are proficient with have a minimum roll threshold. In addition, that minimum increases by 1.

Dexterity Functions Augment (Superior)

Advanced Item Modification (augment)
When you make a Dexterity ability check, you gain a +1 bonus to the roll.

Dexterity Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make a Dexterity ability check, you gain a +2 bonus to the roll.

Dexterity Functions Augment (Champion)

Artifact Item Modification (augment)
When you make a Dexterity ability check, you gain a +3 bonus to the roll.

Dire Combat Augment (Superior)

Advanced Item Modification (augment)
If you use a weapon’s Dire property in your attack and you hit with it, your bonus to the damage roll increases by 1. Additionally, all weapon attacks you make can be treated as if they had the Dire 1 property, if not already greater.

Dire Combat Augment (Exceptional)

Legendary Item Modification (augment)
If you use a weapon’s Dire property in your attack and you hit with it, your bonus to the damage roll increases by 2. Additionally, all weapon attacks you make can be treated as if they had the Dire 1 property, if not already greater.

Dire Combat Augment (Champion)

Artifact Item Modification (augment)
If you use a weapon’s Dire property in your attack and you hit with it, your bonus to the damage roll increases by 3. Additionally, all weapon attacks you make can be treated as if they had the Dire 1 property, if not already greater.

Explosive Damage Reduction Augment (Superior)

Advanced Item Modification (augment)
Whenever you would take damage from an ammunition type or explosive, that damage is reduced by 1 (minimum of 1).

Explosive Damage Reduction Augment (Exceptional)

Legendary Item Modification (augment)
Whenever you would take damage from an ammunition type or explosive, that damage is reduced by 2 (minimum of 1).

Reappropriated Arms and Wares: Item Augments

Explosive Damage Reduction Augment (Champion)

Artifact Item Modification (augment)
Whenever you would take damage from an ammunition type or explosive, that damage is reduced by 3 (minimum of 1).

Focus Reserves Augment (Fine)

Premium Item Modification (augment)
Your maximum number of focus points increases by 1.

Focus Reserves Augment (Improved)

Prototype Item Modification (augment)
Your maximum number of focus points increases by 2.

Focus Reserves Augment (Superior)

Advanced Item Modification (augment)
Your maximum number of focus points increases by 3.

Focus Reserves Augment (Exceptional)

Legendary Item Modification (augment)
Your maximum number of focus points increases by 4.

Focus Reserves Augment (Champion)

Artifact Item Modification (augment)
Your maximum number of focus points increases by 5.

Force Defense Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your AC and saving throws against force powers.

Force Defense Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your AC and saving throws against force powers.

Force Defense Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your AC and saving throws against force powers.

Force Offense Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your attack rolls and saving throw DC when using force powers.

Force Offense Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your attack rolls and saving throw DC when using force powers.

Force Offense Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your attack rolls and saving throw DC when using force powers.

Force Reserves Augment (Fine)

Premium Item Modification (augment)
Your maximum number of force points increases by 2.

Force Reserves Augment (Improved)

Prototype Item Modification (augment)
Your maximum number of force points increases by 4.

Force Reserves Augment (Superior)

Advanced Item Modification (augment)
Your maximum number of force points increases by 6.

Force Reserves Augment (Exceptional)

Legendary Item Modification (augment)
Your maximum number of force points increases by 8.

Force Reserves Augment (Champion)

Artifact Item Modification (augment)
Your maximum number of force points increases by 10.

Intelligence Functions Augment (Superior)

Advanced Item Modification (augment)
When you make an Intelligence ability check, you gain a +1 bonus to the roll.

Intelligence Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make an Intelligence ability check, you gain a +2 bonus to the roll.

Intelligence Functions Augment (Champion)

Artifact Item Modification (augment)
When you make an Intelligence ability check, you gain a +3 bonus to the roll.

Keen Melee Augment (Superior)

Advanced Item Modification (augment)
When you make a melee weapon attack roll, the critical hit range increases by 1.

Keen Melee Augment (Exceptional)

Legendary Item Modification (augment)
When you make a melee weapon attack roll, the critical hit range increases by 2.

Keen Melee Augment (Champion)

Artifact Item Modification (augment)
When you make a melee weapon attack roll, the critical hit range increases by 3.

Keen Ranged Augment (Superior)

Advanced Item Modification (augment)
When you make a ranged weapon attack roll, the critical hit range increases by 1.

Keen Ranged Augment (Exceptional)

Legendary Item Modification (augment)
When you make a ranged weapon attack roll, the critical hit range increases by 2.

Keen Ranged Augment (Champion)

Artifact Item Modification (augment)
When you make a ranged weapon attack roll, the critical hit range increases by 3.

Mastered Talents Augment

Artifact Item Modification (augment)
You gain a +1 bonus to all skill and tool checks which use your proficiency bonus. If you have expertise or greater in a skill or tool, you instead gain a +2 bonus to it.

Melee Fighting Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your melee attack and damage rolls.

Reappropriated Arms and Wares: Item Augments

Melee Fighting Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your melee attack and damage rolls.

Melee Fighting Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your melee attack and damage rolls.

Mental Resilience Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your Intelligence, Wisdom, and Charisma saving throws.

Mental Resilience Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your Intelligence, Wisdom, and Charisma saving throws.

Mental Resilience Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your Intelligence, Wisdom, and Charisma saving throws.

Munitions Application Augment (Superior)

Advanced Item Modification (augment)
When a creature makes a saving throw against a special ammunition or explosive you control, such as a grenade or projector tank, the imposed DC increases by 1.

Munitions Application Augment (Exceptional)

Legendary Item Modification (augment)
When a creature makes a saving throw against a special ammunition or explosive you control, such as a grenade or projector tank, the imposed DC increases by 2.

Munitions Application Augment (Champion)

Artifact Item Modification (augment)
When a creature makes a saving throw against a special ammunition or explosive you control, such as a grenade or projector tank, the imposed DC increases by 3.

Piercing Combat Augment (Superior)

Advanced Item Modification (augment)
If you use a weapon’s Piercing property in your attack, your bonus to the attack roll increases by 1. Additionally, all weapon attacks you make can be treated as if they had the Piercing 1 property, if not already greater.

Piercing Combat Augment (Exceptional)

Legendary Item Modification (augment)
If you use a weapon’s Piercing property in your attack, your bonus to the attack roll increases by 2. Additionally, all weapon attacks you make can be treated as if they had the Piercing 1 property, if not already greater.

Piercing Combat Augment (Champion)

Artifact Item Modification (augment)
If you use a weapon’s Piercing property in your attack, your bonus to the attack roll increases by 3. Additionally, all weapon attacks you make can be treated as if they had the Piercing 1 property, if not already greater.

Physical Resilience Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your Strength, Dexterity, and Constitution saving throws.

Physical Resilience Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your Strength, Dexterity, and Constitution saving throws.

Physical Resilience Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your Strength, Dexterity, and Constitution saving throws.

Power Damage Reduction Augment (Superior)

Advanced Item Modification (augment)
Whenever you would take damage from a force or tech power, that damage is reduced by 1 (minimum of 1).

Power Damage Reduction Augment (Exceptional)

Legendary Item Modification (augment)
Whenever you would take damage from a force or tech power, that damage is reduced by 2 (minimum of 1).

Power Damage Reduction Augment (Champion)

Artifact Item Modification (augment)
Whenever you would take damage from a force or tech power, that damage is reduced by 3 (minimum of 1).

Ranged Fighting Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your ranged attack and damage rolls.

Ranged Fighting Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your ranged attack and damage rolls.

Ranged Fighting Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your ranged attack and damage rolls.

Reserved Energy Augment (Superior)

Advanced Item Modification (augment)
When you roll a hit die to regain hit points, you gain a +1 bonus to the total value healed.

Reserved Energy Augment (Exceptional)

Legendary Item Modification (augment)
When you roll a hit die to regain hit points, you gain a +2 bonus to the total value healed.

Reserved Energy Augment (Champion)

Artifact Item Modification (augment)
When you roll a hit die to regain hit points, you gain a +3 bonus to the total value healed.

Strength Functions Augment (Superior)

Advanced Item Modification (augment)
When you make a Strength ability check, you gain a +1 bonus to the roll.

Strength Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make a Strength ability check, you gain a +2 bonus to the roll.

Reappropriated Arms and Wares: Item Augments

Strength Functions Augment (Champion)

Artifact Item Modification (augment)
When you make a Strength ability check, you gain a +3 bonus to the roll.

Superiority Reserves Augment (Fine)

Premium Item Modification (augment)
Your maximum number of superiority die increases by 1.

Superiority Reserves Augment (Improved)

Prototype Item Modification (augment)
Your maximum number of superiority die increases by 2.

Superiority Reserves Augment (Superior)

Advanced Item Modification (augment)
Your maximum number of superiority die increases by 3.

Superiority Reserves Augment (Exceptional)

Legendary Item Modification (augment)
Your maximum number of superiority die increases by 4.

Superiority Reserves Augment (Champion)

Artifact Item Modification (augment)
Your maximum number of superiority die increases by 5.

Tech Defense Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your AC and saving throws against tech powers.

Tech Defense Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your AC and saving throws against tech powers.

Tech Defense Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your AC and saving throws against tech powers.

Tech Offense Augment (Superior)

Advanced Item Modification (augment)
You gain a +1 bonus to your attack rolls and saving throw DC when using tech powers.

Tech Offense Augment (Exceptional)

Legendary Item Modification (augment)
You gain a +2 bonus to your attack rolls and saving throw DC when using tech powers.

Tech Offense Augment (Champion)

Artifact Item Modification (augment)
You gain a +3 bonus to your attack rolls and saving throw DC when using tech powers.

Tech Reserves Augment (Fine)

Premium Item Modification (augment)
Your maximum number of tech points increases by 2.

Tech Reserves Augment (Improved)

Prototype Item Modification (augment)
Your maximum number of tech points increases by 4.

Tech Reserves Augment (Superior)

Advanced Item Modification (augment)
Your maximum number of tech points increases by 6.

Tech Reserves Augment (Exceptional)

Legendary Item Modification (augment)
Your maximum number of tech points increases by 8.

Tech Reserves Augment (Champion)

Artifact Item Modification (augment)
Your maximum number of tech points increases by 10.

Vicious Melee Augment (Superior)

Advanced Item Modification (augment)
Whenever you deal damage with a melee weapon attack and roll the maximum on a weapon damage die, you deal 1 additional damage of the weapon’s type.

Vicious Melee Augment (Exceptional)

Legendary Item Modification (augment)
Whenever you deal damage with a melee weapon attack and roll the maximum on a weapon damage die, you deal 2 additional damage of the weapon’s type.

Vicious Melee Augment (Champion)

Artifact Item Modification (augment)
Whenever you deal damage with a melee weapon attack and roll the maximum on a weapon damage die, you deal 3 additional damage of the weapon’s type.

Vicious Ranged Augment (Superior)

Advanced Item Modification (augment)
Whenever you deal damage with a ranged weapon attack and roll the maximum on a weapon damage die, you deal 1 additional damage of the weapon’s type.

Vicious Ranged Augment (Exceptional)

Legendary Item Modification (augment)
Whenever you deal damage with a ranged weapon attack and roll the maximum on a weapon damage die, you deal 2 additional damage of the weapon’s type.

Vicious Ranged Augment (Champion)

Artifact Item Modification (augment)
Whenever you deal damage with a ranged weapon attack and roll the maximum on a weapon damage die, you deal 3 additional damage of the weapon’s type.

Weapon Amplifying Augment (Superior)

Advanced Item Modification (augment)
Whenever your weapons’ properties would impose secondary saving throws (such as Disintegrate or Shocking, not including Burst or Rapid), the saving throw DC increases by 1.

Weapon Amplifying Augment (Exceptional)

Legendary Item Modification (augment)
Whenever your weapons’ properties would impose secondary saving throws (such as Disintegrate or Shocking, not including Burst or Rapid), the saving throw DC increases by 2.

Weapon Amplifying Augment (Champion)

Artifact Item Modification (augment)
Whenever your weapons’ properties would impose secondary saving throws (such as Disintegrate or Shocking, not including Burst or Rapid), the saving throw DC increases by 3.

Weapon Damage Reduction Augment (Superior)

Advanced Item Modification (augment)
Whenever you would take weapon damage, that damage is reduced by 1 (minimum of 1).

Reappropriated Arms and Wares: Item Augments

Weapon Damage Reduction Augment (Exceptional)

Legendary Item Modification (augment)
Whenever you would take weapon damage, that damage is reduced by 2 (minimum of 1).

Weapon Damage Reduction Augment (Champion)

Artifact Item Modification (augment)
Whenever you would take weapon damage, that damage is reduced by 3 (minimum of 1).

Weapon Handling Augment (Superior)

Advanced Item Modification (augment)
For the purposes of meeting weapon Strength and Dexterity requirements, both scores of yours are treated as being equal to the higher of the two.

Weapon Handling Augment (Exceptional)

Legendary Item Modification (augment)
Weapon Strength and Dexterity requirements are both reduced by 2. If those properties are 11 or lower, you ignore them entirely. In addition, for the purposes of meeting weapon Strength and Dexterity requirements, both scores of yours are treated as being equal to the higher of the two.

Weapon Handling Augment (Champion)

Artifact Item Modification (augment)
Weapon Strength and Dexterity requirements are both reduced by 4. If those properties are 13 or lower, you ignore them entirely. In addition, for the purposes of meeting weapon Strength and Dexterity requirements, both scores of yours are treated as being equal to the higher of the two.

Wisdom Functions Augment (Superior)

Advanced Item Modification (augment)
When you make a Wisdom ability check, you gain a +1 bonus to the roll.

Wisdom Functions Augment (Exceptional)

Legendary Item Modification (augment)
When you make a Wisdom ability check, you gain a +2 bonus to the roll.

Wisdom Functions Augment (Champion)

Artifact Item Modification (augment)
When you make a Wisdom ability check, you gain a +3 bonus to the roll.

Reappropriated Arms and Wares: Ship Equipment

Additional Starship Equipment

Mag-Shielding Generator (Basic)

Standard Ship Shield (Any)
This starship shield gains the insulated 5 armor property. If it already has the insulated armor property, its insulated number increases by 1, to a maximum of 10.

Mag-Shielding Generator (Fine)

Premium Ship Shield (Any)
This starship shield gains the insulated 6 armor property. If it already has the insulated armor property, its insulated number increases by 2, to a maximum of 10.

Mag-Shielding Generator (Improved)

Prototype Ship Shield (Any)
This starship shield gains the insulated 7 armor property. If it already has the insulated armor property, its insulated number increases by 3, to a maximum of 10.

Mag-Shielding Generator (Superior)

Advanced Ship Shield (Any)
This starship shield gains the insulated 8 armor property. If it already has the insulated armor property, its insulated number increases by 4, to a maximum of 10.

Mag-Shielding Generator (Exceptional)

Legendary Ship Shield (Any)
This starship shield gains the insulated 9 armor property. If it already has the insulated armor property, its insulated number increases by 5, to a maximum of 10.

Mag-Shielding Generator (Champion)

Artifact Ship Shield (Any)
This starship shield gains the insulated 10 armor property. If it already has the insulated armor property, its insulated number increases to 10.

Malicious Maladies

Malicious Maladies

Many of the most dire threats in the galaxy are not those which can be seen by the naked eye. Centuries before the Death Star annihilated Alderaan, numerous plagues had decimated life from a collection of worlds, many of their cultures and history erased in the process.

In this segment, we examine a number of ailments that endanger life in strange and terrifying ways.

Originally included in Strangest Foes, many of the listed ailments are Star Wars canon, and were subsequently separated and moved here.


Disease: Bledsoe's Disease

Susceptible species: organic humanoids
Transmission vector: airborne, skin contact

Bledsoe's disease was a bio-engineered virus created by Imperial scientists to target humanoids. Beasts such as Squills were known to be carriers of the disease and were transported to locations with intended targets. The virus could be genetically manipulated to encode information and alter symptoms, causing unique reactions. Those afflicted with Beldsoe's could easily be recognized by discoloration of the eyes, which conformed into a starfield pattern but had absolutely no impact on the eyesight of the afflicted.

A creature contracts Bledsoe's Disease with a failed DC 18 Constitution saving throw on exposure. 24 hours after infection, the creature's skin experiences a burning sensation, and the discoloration of the eyes has formed. The creature makes a DC 18 Constitution saving throw every hour afterward.

With three failures, the creature enters its second-stage symptoms, which are specific to the given strain; the DM selects a symptom from the table below (or creates a new effect tailored to their narrative).

Strain-Specific Effect

d4 Second-Stage Symptom
1 The creature is blinded until the disease is cured.
2 The creature is deafened until the disease is cured.
3 The creature has disadvantage on all checks with a given statistic.
4 The creature has disadvantage on all saving throws to resist a given condition.


After suffering the second-stage symptom, the infected creature makes a DC 18 Constitution saving throw every two hours. With three failures, it enters third-stage symptoms: the creature suffers three stacks of exhaustion. At the end of each long rest, the creature makes a DC 18 Constitution saving throw. For each failure, it gains an additional stack of exhaustion until it dies. The virus cells begin to break down, and within 1d4 hours, all visual indicators (including eye discoloration) clear up, leaving no evidence.

Treatments: Beldsoe's Disease can be treated with a specialized serum or an enhanced healing power of 4th level or higher that can neutralize the poisoned or exhaustion conditions.


Disease: The Blue Shadow Virus

Susceptible species: all carbon based lifeforms
Transmission vector: airborne, waterborne

The Blue Shadow Virus was a devastating virus responsible for the Candorian plague that devastated the galaxy generations before the Clone Wars, and was later revived and used in biological weapons plots by the Confederacy of Independent Systems and the Galactic Empire. It was known to have triggered epidemics that decimated entire planets. Extremely contagious, infection often guaranteed a speedy, agonizing, certain death; no infected creatures lived past 48 hours from infection.

When a susceptible creature comes in contact with the virus, regardless of quantity, they are infected unless they are immune to disease. Early symptoms begin minutes after infection, including coughing, shallow breathing, and growing fatigue. As infection worsens, the eyes grow sunken, skin turns pale, and varicose veins begin to appear (especially around the face).

When an infected creature uses both their action and either a bonus action or reaction in a given round, they must make a DC 14 Constitution saving throw; on failure, they suffer a stack of exhaustion. At each 8 hour interval after infection, a creature has a minimum number of stacks of exhaustion, if it doesn't already have them; at least 1 stack at 8 hours, 2 at 16 hours, 3 at 24 hours, 4 at 32 hours, 5 at 40 hours, and 6 at 48 hours.

Treatments: The blue shadow can be instantly cured with an antidote synthesized from reeksa root harvested from Iego. After attaining the root, an antidote can be crafted with a successful DC 15 check using Wisdom (Medicine) or a relevant kit. Once a creature is cured of the disease, all stacks of exhaustion can be removed with a long rest.

Malicious Maladies

Disease: Brainrot Plague

Susceptible species: variable by type
Transmission vector: airborne, waterborne

Brainrot Plague, also known throughout the galaxy as Loedorvian Brain Plague and Brainworm Rot, was an extremely deadly affliction noted to have been found in humanoids and cephalopoids with high levels of dialogen in their bloodstream, including Neimoidians (and presumably Duros and other Near-Duros), Anomids, Wol Cabasshites, and in its more virulent forms, humans. The plague attacked the brain and central nervous system, killing its victims in a short period of time. It was utilized as a biological weapon by the Confederacy of Independent Systems by the intentional release of its more lethal mutations. The plague lingers for a number of months in bodies of water, creating prolonged hazards at infection sites.

Type C, the least severe, is only communicable between neimoidians. A neimoidian contracts Brainrot Type C with a failed DC 14 Constitution saving throw on exposure. 1d4 hours after infection, it begins to experience nausea, cold sweats, and heals for half as much from a completed rest with no ability to shed negative conditions through resting. Whenever the infected creature is hit by a melee attack, it must make a DC 12 Constitution saving throw, or is stunned until the end of its next turn. If the infection persists for one week, it mutates into type B.

Type B is communicable between humans, neimoidians, duros, anomids, and wol cabasshites (and possibly more species). A creature contracts Brainrot Type B with a failed DC 17 Constitution saving throw on exposure. 1d4 hours after infection, along with type C's symptoms, an infected creature is unable to communicate or understand language. They can manage to overcome this symptom for one minute at a time with a successful DC 17 Wisdom saving throw. At the end of a long rest, the creature must make a DC 5 Constitution saving throw; on failure, an infected creature's Constitution score decreases by 2 until cured. If the infection persists for an additional week, it mutates into type A.

Type A is rapidly communicable, and a creature contracts it with a failed DC 23 Constitution saving throw on exposure. 10d20 minutes after infection, the infected creature develops a purpling of gills and orifices. While infected with type A, a creature gains no benefits from resting, and must make a DC 18 Constitution saving throw at the end of every long rest; on failure, its Constitution score decreases by 2 until cured.

Treatment: Type C requires any restoration power of 1st level or higher that removes disease, or a round of basic antigen treatment in a medbay. Type B requires a restoration power of 3rd level or higher that removes disease, or a compliment of advanced antigen treatment in a medbay. Type A requires a restoration power of 5th level or higher that removes disease. Most medical practitioners of large towns or greater can offer immunization with clyrossa-themin, which cures the disease and prevents infection for up to 5 years.


Disease: Corellian Tanamen Fever

Susceptible species: organic humanoids
Transmission vector: airborne, skin contact

The Corellian Tanamen Fever was a flu-like illness common on the planet Corellia. It was rarely fatal, especially when caught in its early stages. Even the later stages could be cured through simple bacta submersion.

Make a save at the end of every long rest, gaining one stage of exhaustion on failure. After three successes, the fever naturally passes.

Treatment: One hour of bacta submersion or any enhanced healing powers of 1st level or above cures the illness.


Condition: Carbonite Poisoning

Carbonite poisoning was a side-effect of an improper carbon-freezing process. While hibernation sickness is an expected side-effect of being suspended in Carbonite for a long time, imperfections during the process could poison the encased individual, who without medical assistance would eventually succumb to death.

If a creature is thawed from carbonite freezing and is at risk of contracting carbonite poisoning, it makes a DC 12 Constitution saving throw, increased by 1 for each year spent frozen. On failure, it has carbonite poisoning, and at the beginning of each week, the creature must make a Constitution saving throw of DC equal to the initial save; on failure, it suffers a stack of exhaustion that cannot be removed by rest.

Treatment: Carbonite poisoning can be treated with a number of days of bacta suspension equal to 1 plus the number of years spent frozen. Alternatively, it can be cured with a recovery power of 4th level or higher, or by rolling a natural 20 on the weekly saving throw.


Disease: Death Seed

Susceptible species: all organic creatures
Transmission vector: Infestation of Drochs

The Death Seed was caused by drochs, tiny insects which could steal life force energy from a host. If allowed to remain attached, the droch burrowed into its host and began to mimic the host's electrochemical fields and tissue composition, allowing it to avoid detection by essentially becoming part of the host while drawing life from them. Victims would display no perceptible ailment – no virus, no bacteria, no poison and no allergy – just the rapid decay of the skin as the plague took hold. Drochs grew and became more intelligent with each host they killed, and larger drochs could absorb life through smaller ones, without having to take a host directly. With the drochs able to escape detection while in a host, the cause remained unknown. Bacta therapy only accelerated the disease, because the healing provided a renewed source of energy for the droch.

A creature contracts death seed with a failed DC 18 Constitution saving throw on contact with drochs. Within 5 minutes, its skin begins to show necrosis damage. Every ten minutes after initial infection, the infested creature must make an additional DC 18 Constitution saving throw; on failure, its current and maximum hit points are reduced by 1d6. When exposed to bacta or kolto, the infested creature does not heal, but instead makes another Constitution saving throw to resist hit point reduction.

The Droch can be detected with a DC 25 Investigation or Medicine check. With each save the infested creature makes, the challenge rating to detect them decreases by 3.

Treatment: Exposure to Tsils (a/k/a Spook-Crystals or Smokies), sentient mineral life on Nam Chorios, instantly kills drochs; a tsil can communicate telepathically with Force-sensitives, and can detect drochs. Additionally, if a creature is exposed to harsh, bright light, attached drochs have a 10% chance of immediately dying, with 5% higher chance for each Constitution save the host has failed against the droch.

Malicious Maladies

Condition: Heart Attack

Susceptible species: all organic creatures

For most species, moments of heart failure and cardiac arrest are often lethal, and even for survivors, related tissue damage leaves a lasting negative impact.

When a creature is initially threatened with a heart attack, it makes a DC 20 Constitution saving throw. It loses 1d4 points to its Constitution score on a failed save, or 1 point on success. If it failed the save, it suffers the heart attack.

A creature suffering from a heart attack is incapacitated and must make a DC 20 Constitution saving throw at the end of each of its turns. On failure, it gains one stack of exhaustion and suffers 11 (2d10) Necrotic damage, or half damage and no exhaustion on success. If the creature is reduced to 0 hit points by Necrotic damage, continued failed saving throws no longer cause damage, but permanently decrease the creature's maximum hit points by (2d4). If it succeeds on five saving throws, the heart attack ends.

If a creature with the second heart feature fails the initial saving throw for a heart attack, it does not suffer the heart attack, but instead permanently loses its second heart feature.

Treatment: A creature who is suffering from a heart attack and is the target of the minor defibrillation tech power has advantage on their next saving throw against the attack. Damage to the Constitution score and maximum hit point reduction caused by a heart attack can be cured with a week of bacta suspension or by an enhanced healing power of 8th level or higher.


Condition: Neuro-Shock

Creatures who take a critical hit or severe damage from an attack that also inflicts the shocked condition may suffer neuro-shock, lasting damage to the nervous system.

If a creature is at risk of neuro-shock, they must make a Constitution saving throw of DC equal to 10 plus half the damage taken. On failure, a random statistic of the creature is decreased by 2 until treated. When a creature fails a saving throw using the decreased statistic, it is stunned until the end of its next turn.

Treatment: Neuro-shock can be treated with any enhanced healing or one week of bacta submersion.


Condition: Radiation/Rad Sickness

Radiation can come in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and nuclear weapons. Many planets also have natural elements which produce radioactive emissions.

Radiation poisoning (or "rad sickness") works by ionizing flesh. A creature who enters a radioactive area or starts its turn there must make a Constitution saving throw with a DC listed on the following chart. On a failed saving throw, the creature takes necrotic damage based on the radiation's intensity and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as long as the character remains ionized.

A creature who fails the initial saving throw and leaves the radiation source is allowed to make a new saving throw after an amount of time passes equal to the listing under the "Saving Throw" Column. If the creature fails this new saving throw, the creature takes the intensity's associated damage and maximum hit point loss.

Higher intensities of radiation can cause different effects besides damage, and inflict exhaustion. Exhaustion stacks from radiation do not stack with each other, but do stack with exhaustion incurred from other sources. Enviro-suits reduce the intensity of radiation exposure by three stages.

Table: Radiation Gauge Chart

Intensity Save DC Necrotic Damage Exhaustion Saving Throw
Very Low 10 1d6 - 1/hour
Low 13 2d6 - 1/hour
Medium 15 4d6 1 stack 1/day
Heavy 18 6d6 2 stacks 1/day
Very Heavy 20 8d6 3 stacks 1/week
Deadly 25 10d6 4 stacks 1/month


Treatment: The effects of radiation can be cured with medical treatment or with enhanced healing. Radiation poisoning caused by radiation no worse than Medium in intensity can be cured by any power or other enhanced effect which can neutralize poison or end the poisoned or exhaustion conditions. Radiation poisoning caused by radiation of Heavy or worse intensity is much more difficult to cure and requires a power of 5th level of higher to successfully cure the effects.

Alternatively, treatment in a medbay can resolve it based on the intensity of exposure; Very Low requires 4d12 hours, Low requires 2d4 days, Medium requires 3d6 days, Heavy requires 5d6 days, Very Heavy requires 6d10 days, and Deadly requires 9d12 days.

Malicious Maladies

Disease: Rooze Disease

Susceptible species: Humans
Transmission vector: airborne

Rooze Disease was an affliction, one of the deadliest in the galaxy, caused by the deadly rooze germ agent that affected humans. It was first tested as a biological weapon by the Galactic Empire during the Mavvan Conflict, but its propensity for collateral damage made it a clumsy (if deadly) weapon. After the germ infected the body, it would cause the victim's health to slowly deteriorate until, if not cured after roughly three standard days, it disintegrated the body within seconds. During these days, the patient would feel dizziness and a strange sensation that their hands faded away.

A human who inhales the rooze germ agent must make a DC 19 Constitution saving throw or is infected with the disease; even the most basic of breath masks, such as those in trooper helmets, provides adequate protection and grants automatic success on the save. Every 12 hours after infection, the infected human makes an additional DC 19 Constitution saving throw; on failure, it suffers a stack of exhaustion and its Constitution score decreases by 2. If the disease has not been cured after 72 hours from infection, the human is reduced to 0 hit points, dies immediately without making saving throws, and is disintegrated. A human destroyed in this way can not be revitalized.

Treatment: Rooze disease can be cured with any enhanced recovery power of 6th level or higher that removes disease, or with a DC 20 Medicine check that requires one hour of preparation. If the disease was cured with a successful medicine check, the human must also make a DC 17 Wisdom saving throw; on failure, it begins to laugh uncontrollably, unable to perform any other action while under its effect. It remains prone in this fit of laughter, which persists for 10d6 minutes.


Condition: Sand Rot

Sand Rot is a curable condition contracted from too much desert exposure. Victims of the condition would often have symptoms of coughing, weakness, and a loss of feeling in their hands and fingers.

A creature at risk of sand rot must make a DC 14 Constitution saving throw every six hours spent in the imposing climate, with the DC increasing by 1 for each failure. On a failure, the creature suffers a -1 penalty to their Constitution score; if they failed with a natural roll of 4 or less, they also suffer a -1 penalty to their proficiency bonus.

Treatment: A restorative power of 4th level or greater cures sand rot. Alternatively, a creature can consume double its necessary water rations and take a long rest in an area without hot climate conditions, making a DC 10 Constitution saving throw to remove sand rot and its penalties.


Condition: Space Shock

Space Shock refers to the transition trauma when an unprotected creature instantly leaves optimal climate conditions, such as those of a starship, and is thrust into the cold vacuum of space. Enviro-suits and flight suits prevent space shock.

A creature at risk of space shock makes a Constitution saving throw as determined by the DM (generally 12-19). A creature instantly dies on a failed save, or takes 10d8 cold damage on a successful one.

The Scrapyard

The Scrapyard

The Scrapyard is a place of record for the author's concepts that are rendered obsolete by official SW5e releases. Eliminating content overlap is a valuable and necessary form of maintenance in the effort to keep SW5e presented at its best.


RLR (Replaced by Rocket Rifle)

Martial Blaster
1400 cr | 7 lbs | Special

Ammunition (range 60/240), Reload 6, Special

Rather than traditional power cells, the RLR fires missiles. When firing a missile at long range, creatures within the radius of the missile’s explosion have advantage on the saving throw. If you lack proficiency in the RLR, you must roll the damage dice twice and take the lesser total.

Re: Mods with the Mighty Property

I'm not currently planning to shift the variants of the Imposing Core or Imposing Foregrip to the Scrapyard, because the necessity of being two-handed and Strength-requirement blasters appears to blend more with the concept of a Strength-focused blaster and prevents those items from being used by class features that can't function with bulkier items. The utility of the Mighty property is intended to benefit strength-based characters, many of which utilize heavy weapons. Keeping them adjacent to the Mighty Core (an official release) allows them to be a separate path of modification that requires additional blueprints, reflecting their differing intention.

The Author

Closing Remarks

Thanks

I'd like to thank some folks!

  • My friend Matt, for introducing me to Star Wars when we were kids!
  • My friend Avi, for introducing me to SW5E!
  • George Lucas for creating Star Wars!
  • Dave Filoni and Disney, for continuing to create Star Wars content!
  • Gary Gygax, Rob Kuntz, and Dave Arneson for building D&D together!
  • Wizards of the Coast for continuing to build it onward and upward, and releasing fantastic new content so frequently!
  • My friend Matthew, for first getting me drawn into D&D in 2017!
  • The SW5e Community, for creating such an excellent game based on the expansive lore, for their immense praise and support of my work, and for continuing to build upward and onward!
  • Aziz, for incorporating Imperial Forces and Desperate Rebellion into the SW5e Hypercodex and offering suggestions!
  • Fisto's Codex, for simplifying the effort to properly format and decorate this! Also, for amazing stat blocks that inspired me!
  • My best friend Mary, for the love and enthusiasm she gives so freely (even when I won't shut up about this stuff)!
  • My dear friend Kellen, who convinced me to start DMing SW5e!
  • My charming friend and DM mentor Jordan, whose creative insights have always driven me to refine!
  • All my friends who collaborate with me on creative endeavors!
  • My Dad, for the endless kindness and support he gives!
  • You! I'm really pleased with this, so thanks for reading!


If you haven't already seen it, be sure to go check out Imperial Forces, my first supplement for SW5e! I'm quite satisfied with my work and I hope you will be too!
Looking for additional subclasses? Check out Emerson's Archive of Archetypes!

If you enjoyed this supplement and want to support what comes next, I'm on Ko-Fi!

Contact

You can find me on r/sw5e as Manoil, asking absurdly extensive questions, or on Discord as RichardJiggler#1336, but I don't often answer random messages. Also, I know these handles are dumb as hell, but life's fer livin' brotherrrrrr

Changelog

2021.5.25: Version 1.0 Release
2021.5.26:

  • Renamed Reappropriated Arms to Reappropriated Arms and Wares
  • Added the K-16 Bryar Pistol (with image), Targeting Macrobinoculars, Hyperfermentation Vessel, Thermal Imploder, and Sonic Imploder
  • Added an art page following the Strength in Hope segment (that I forgot to get in before release)
  • Altered the graphic and layout of the final page of the Tactics of the Rebellion segment
  • Made some corrections to the wording of the Strength in Hope exposition and Legendary Miraluka Inquisitor stat block
  • Added the U-Wing, and a picture for the T-47
  • Added a Table of Contents
  • Opted to immediately upload these changes as part of the launch version

2021.5.27:

  • Added a Sonic Imploder image
  • Added the Tactical Assault Rifle, Kyuzo Petar, and the Mounted Probot Assembly
  • Added the Shadowtrooper
  • Once again, immediately uploading to reflect these changes in the 1.0 launch version

2021.5.28:

  • Added the Backwater Beasts segment
  • Added the Colo Claw Fish, Joopa, Mine Crab, Mine Crab Swarm, Rancor (Bull), Rancor (Mutant), Ravinak, Sand Burrower, and the White Devil Wampa

2021.5.30:

  • Completed mine crabs & segment descriptions
  • Removed the skirmisher's bonus action grenade per LordFontjin's suggestion

2021.6.1: Version 1.1 Release

  • Added Colo Claw Fish Venom, Mine Crab Saliva, and Wampa Gauntlet
  • Added the Art Credits segment
  • Edits to the Item Use portion of the Tactics of the Rebellion segment
  • Size increase of Bull Rancor with near-equal hit point adaptation

2021.6.10:

  • Added Mercenary Agents segment, with Trandoshan Commando Mercenary, Trandoshan Heavy Mercenary, Mercenary Master Thief, and Elite Mercenary Assassin
  • Added the Concussion Rifle

2021.6.11: Posted changes as update to 1.1
2021.11.15: Version 1.2 Release

  • Reorganized Reappropriated Arms and Wares section, added in new poisons, spices, ammunitions, modifications, and the Bulldog RLR
  • Added the Jotaz
  • Renamed the Bunker Buster as the Thermite Micro-Missile
  • Added Bunker Buster Rocket, Bacta Grenade, and Shockwave Grenade

2021.11.16 - 11.17:

  • Additional items added to each category of modifications
  • Renamed the Bulldog RLR to the RLR
  • Decreased the splash damage of the Concussion Rifle
  • Added the Armor-Piercing Grenade
  • Changes submitted to current published version

2021.11.30:

  • Added the ACP Repeater, LS-150 Heavy ACP, and Pulse-Wave Blaster
  • Added the Additional Droid Customizations section
  • Updated current version

Changelog (Cont'd.)

2021.12.01:

  • Alterations to language and minor mechanic changes to droid modifications, as proposed by Uproar

2021.12.08:

  • Added the EMP Bayonet, Pulse-Wave Core Mk I and II, Ionic Cell (Major and Lethal)
  • Corrected the Ion Cell ammunition effect text to specify a save type
  • Added the TC-SC Infiltration Droid and Mercenary Triggerman to the Mercenary Agents section
  • Removed Table of Contents individual entries for the Hazardous Substances section

2021.12.09:

  • Polished and completed TC-SC Infiltration Droid and Mercenary Triggerman pages
  • Added Grappling Combat Protocols, HK Pursuit Protocols, Multispectrum Disguise Suite, and Redundant Control Node Network
  • Added Truth Serum to Hazardous Substances
  • Updated current version

2022.1.14:

  • Added the Katarn-Class Armor, Katarn-Class Helmet, and Katarn-Class Backpack

2022.2.09: Version 1.3 Release

  • Added the Shyyyo Bird to the Backwater Beasts section
  • Renamed the Shadowtrooper to the Shadowtrooper, Reborn

2022.4.27:

  • Added The Scrapyard section for obsolete content
  • Moved RLR to the Scrapyard
  • Updated all new weapons of Reappropriated Arms and Wares to reflect official weapon changes

2022.4.28:

  • Continued updates based on new Exotic Weapons rules
  • Added the MGL-1, Underbarrel Grenade Launcher, and Underbarrel Projector blaster mods to Additional Blaster Modifications, in line with the new Exotic Weapons rules
  • Added the Flechette Launcher, Stouker Concussion Rifle, and Wookiee GLR to Reappropriated Arms and Wares
  • Updates posted to current version

2022.4.28:

  • Altered Imposing Core, Imposing Dueling Core, and Imposing Supremacy Core to Premium, Advanced, and Artifact tiers (respectively)
  • Added a note in the Scrapyard regarding the Imposing mods

2022.5.11:

  • Added the Additional Clothing Modifications section with a number of patterns to enhance fighting styles or improve saving throws against specified pairs of damage types and conditions
  • Removed Table of Contents individual entries for the Explosives and Munitions section
  • Added AA-1 Tactical Processor to Additional Droid Customizations section
  • Updated current version

2022.6.24:

  • Added Specialized Cartridges

2022.9.01:

  • Added A280 CFE

2022.10.20:

  • Added Sleeping Gas Grenade and Sleeping Gas Mine
  • Added Bioenhancement Matrix Weave clothing mods
  • Added Target-Painting Core

2022.10.24:

  • Added Oppression Grenade

2022.10.25:

  • Added Mag-Pulse Torpedo, Homing Plasma Torpedo, Cluster Homing Fragmentation Torpedo, Tanksmasher Rocket, Biotic Grenade, Blue Shadow Grenade, Spray Foam Grenade

2022.11.02:

  • Added AMP Ray Gun and Tof Soren Hunting Rifle

2022.11.12:

  • Added Flare Rocket

2022.11.17:

  • Added Additional Item Modifications section with approx 95 new augments
  • Rearranged table of contents to accommodate new content being added
  • Added the A-A5 Speeder Truck, Energy Pummel, Rebel Juggernaut, MPTL-L, and MPTL-2a

2022.11.18: Version 1.4 release

  • Lore descriptions and 5th pass of new stat blocks
  • Additional Item Augments added

2022.11.22:

  • Migration of illnesses from Strangest Foes into Malicious Maladies section

Changelog (Cont'd.)

2023.1.04:

  • Added the Gorog
  • Updated Armor Modifications to reflect changes to rules
  • Corrected Bioenhancement Matrix Weave clothing mods
  • Updated current version

2023.3.23:

  • entered the column-fill: balance correction

2023.4.17:

  • Added the Legendary Imperial Spymaster
  • Added lore on the Remnant and Gideon
  • Updated current version

2023.4.25:

  • Added Exceptional Human Replica Droid
  • Edits made to the Legendary Falleen Underlord and Syndicate Lord
  • Updated current version

2023.5.22:

  • Added the Additional Starship Equipment section
  • Added the Gammaplast Armor

Art Credits

Image Title Author
Survivor (ILM Art Department 2016 Challenge) Oleg Zherebin
Unknown Unknown (imgur gallery RE9z5)
Star Wars Battlefront: Rogue One (Scarif) promotional art Unknown
Star Wars Rebel Alliance Logo Unknown
An Armored Advance: A-A5 Speeder Truck Fantasy Flight Games (Artist Uncredited)
Star Wars: Imperial Pummel (Render) Erik Lovejoy
MPTL-2b (Star Wars: Empire At War Screenshot) Boskov01
Juggernaut Rebel (Star Wars: Empire At War Screenshot) BlackClone.DarkGrazi
Star Wars Snowspeeder (transparent) Unknown
U-Wing Unknown
Jyn Erso Eli Hyder
Hope Mathieu Chevalier
Saw Gerrera Giorgio Baroni
Star Wars: Shadows of the Empire (Part 1) - Xizor vs Vader Mathieu Mathieu Grenier
Leia and Xizor Greg and Tim Hildebrandt
Dryden Vos Solo: A Star Wars Story (Screenshot)
Image Title Author
Star Wars: Shadows of the Empire (Part 1) - Xizor Mathieu Mathieu Grenier
Star Wars TCG: The Shadow Syndicate - Guri Derek Herring
The Mandalorian: Moff Gideon & the Remnants Andreas Bazylewski
Jerec (SW Galaxies Trading Card Game) Kieran Yanner
Desann and Jerec Chris Trevas (cropped image)
Shadowtrooper (fanart) Brian Tsang
Desann (Remastered) Tristan Del Giudice
Fennec Shand The Mandalorian (Screenshot)
TC-SC Infiltration Droid (FC) Fly Casual (Artist Unlisted)
Standoff with Migs Mayfeld The Mandalorian (Screenshot)
Star Wars: Rebel Files art (Title Unknown) Joe Corroney
Colo Claw Fish Unknown
The Gorog (Screenshot) Star Wars: The Force Unleashed II - Teaser Trailer
Big Bongo the Joopa Star Wars Rebels "The Lost Commanders" (Screenshot)
Jotaz Star Wars Jedi: Fallen Order (render)
JKJO Mine Monster Star Wars: Jedi Knight II: Jedi Outcast (Screenshot)
AT-ST vs. Rancor Benjamin Carre
Bull Rancor concept art Stephen Chang

Art Credits (Cont.)

Image Title Author
Mutated Rancor Star Wars: Jedi Knight: Jedi Academy (Screenshot)
The Mandalorian: Episode 1 concept art (untitled) Brian Matyas and Doug Chiang
Riding the Shyyyo Bird Star Wars Jedi: Fallen Order (screenshot)
Wampa Attack Hugh Fleming
Relby-v10 (Battlefront) Star Wars Battlefront (Promotional Image)
K-16 Bryar Pistol Star Wars Battlefront (Promotional Image)
Sonic Imploder Star Wars Battlefront (Cropped Promotional Image)
 

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