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___ ___ > ## 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 strike > >***Legendary 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.