Fallen Jedi Coordinator
Medium humanoid, lawful dark
- Armor Class 17 (fiber armor)
- Hit Points 202 (28d8+78)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 16 (+3) 20 (+5) 20 (+5)
- Saving Throws Dex +10, Con +8, Wis +10
- Skills Acrobatics +10, Investigation +8, Lore +8, Perception +10
- Senses passive perception 20
- Languages Galactic Basic, Sith, Binary, Shryiwook
- Challenge 14 (11,500 XP)
Battle Meditation Savant (1/day). The Fallen Jedi Coordinator can cast master battle meditation without consuming force points.
Devotion. The Fallen Jedi Coordinator had advantage on saving throws against being charmed or frightened.
Forcecasting. The Fallen Jedi Coordinator is a 12th-level forcecaster. Its forcecasting ability is either Charisma or Wisdom (its choice) (power save DC 18, +10 to hit with force attacks) and it has 36 force points. The Fallen Jedi Coordinator knows the following force powers:
At-will: affect mind, force push/pull, saber reflect, saber throw
1st level: burst of speed, heighten senses, sap vitality, sense force
2nd level: battle meditation, improved saber throw, force sight, stun
3rd level: choke, force lightning, force repulse, sever force
4th level: drain life, freedom of movement, saber onslaught
5th level: greater saber throw, improved battle meditation, improved phase strikeLegendary Resistance (3/day). If the Fallen Jedi Coordinator fails a saving throw, it can choose to succeed instead.
Unbreakable Focus. While the Fallen Jedi Coordinator is concentrating on battle meditation, improved battle meditation, or master battle meditation, at the start of each of its turns, the power's die increases by one step (from d4 to d6, d6 to d8, d8 to d10, or d10 to d12). Additionally, whenever it makes a Constitution saving throw to maintain concentration on a power, it can treat a d20 roll of 9 or lower as a 10.
Actions
Multiattack. The Force Commander makes three double-saber attacks or casts one force power and makes one attack.
Double-saber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) energy damage.
Reactions
Deflection. The Fallen Jedi Coordinator adds 6 to its AC against one melee attack that would hit it. To do so, the Fallen Jedi Coordinator must see the attacker and be wielding a melee weapon.
Legendary Actions
The Fallen Jedi Coordinator 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 Fallen Jedi Coordinator regains spent legendary actions at the start of its turn.
Move. The Fallen Jedi Coordinator moves a distance up to its speed without provoking opportunity attacks.
Doublesaber attack The Fallen Jedi Coordinator makes one doublesaber atack.