Natives of Honoghr
Honoghr is a terrestrial planet located in the Honoghr system of the Kessel sector, covered by a single globe-spanning continent. It is most notable as the homeworld of the Noghri, the sole sapient native species, and for the horrific scarring it underwent at the tail end of the Clone Wars on account of the Separatist-developed bioweapon Trihexalophine-1138 being released onto the surface.
This toxic contaminant ravaged the flora and fauna of Honoghr, swiftly turning most of the planet into a lifeless and desolate wasteland, as well as driving the local Stava beasts to extinction. This was only exacerbated by the introduction of a hybrid variant of the native plant kholm-grass, which poisoned all other native plant-life as part of a conspiracy to enslave the Noghri people by trapping them in a patch of regulated land called the Clean Lands.
Eventually, efforts began to clean and heal the planet, although it is likely that many of the original species of the planet will not return as they once were. Even so, the history of this world will be kept alive so long as the Noghri recall and keep its stories.
The Noghri
The Noghri are a sentient species of humanoid native to the planet Honoghr, renowned for their prowess in stealth and combat. Though primitive, the Noghri have strict codes of honor that have allowed them to lead peaceful existences between their clans.
It is this mixture of lethality and loyalty to their duty that makes the Noghri who travel off-planet renowned as assassins and bodyguards, though these are sworn duties typically reserved only for those to whom the Noghri are indebted.
Biology
While there are many depictions of the Noghri, they are most often shown to be bipedal humanoids with clawed hands and feet, whose natural bodily structure grant them significant strength and agility due to their wiry build and relatively small size compared to other sentient species, standing at an average height of 1.4 metres (4'6").
They lacked bodily hair and possessed brown or black eyes, but their most defining outward features were their steely grey-blue skin, their ridged foreheads and temples, and a stout, upturned nose. As many Noghri demonstrate varying skin tones, it has been suggested that the Noghri skin pigmentation naturally darkens as they age.
One of the most unusual traits possessed by the Noghri is their sense of smell - though naturally heightened and effective as a method of tracking prey, it was also capable of identifying direct biological relations between creatures. Amongst other Noghri, this sense of smell is used to identify each others' clan-scent, related to the Noghri's clan-based social structure.
Honoghr, Prior to The Clone Wars
Honoghr, Imperial Era
History
In the ancient history of the galaxy, the Noghri were known to be affiliated with the Rakatan Infinite Empire and the Je'Daii Order, precursor to the Jedi Order of the Republic. In these times, there was history of blood rivalry amongst the fledgling clans, but as the generations passed, the general Noghri population learned to co-exist and focused their skills into agriculture and hunting. They also came to revere the ancient structures left behind by the Infinite Empire, regarding them as evidence of the gods' time on Honoghr.
The Noghri were heavily affected by the release of the Separatist toxin at the end of the Clone Wars, being forced into a great exodus as the world around them shriveled and perished. In their darkest hour, they were found by the newly appointed Dark Lord of the Sith, Darth Vader, who was impressed by their ability to slaughter his trained stormtroopers despite their technological disadvantage. He gave the remaining Noghri an offer: the newly formed Galactic Empire would help restore their planet in exchange for their loyal service - an offer which the struggling Noghri had no choice but to agree to.
The Noghri Death Commandos, made up from Honoghr's able-bodied Noghri males, became a secretive force of lethal assassins and bodyguards, working on behalf of Darth Vader and the Empire to enforce the Emperor's rule from the shadows. Their efficiency was unmatched, and teams of commandos were occasionally granted from Vader to other high-ranking Imperials who earned his favor - including Grand Admiral Thrawn, whose tactical prowess made the already-effective assassins into an truly terrifying force. Thrawn took on one of these Noghri, Rukh, as a personal bodyguard and assassin.
As the Empire's war against the Rebellion and eventual New Republic waged on, the Emperor and Darth Vader perished, leaving Thrawn as the main authority over the Noghri. As part of his grand endeavor to crush the New Republic and restore the Empire to full glory, he assigned Death Commandos to kidnap Princess Leia Organa-Solo and hand her to his new ally - the mad Dark Jedi Joruus C'baoth. However, the Noghri commando who cornered her, Khabarakh, identified her as the daughter of Darth Vader, whom the Noghri now considered a savior of their people.
As the authority of bloodlines superceded that of Thrawn, the commando brought her to Honoghr and showed her what the Empire had done for them - creating the Clean Lands out of the ravaged landscape by replanting kholm-grass. However, investigations undertaken by the Noghri and Organa-Solo revealed the truth; the replanted 'kholm-grass' was actually a synthetic hybrid that was simultaneously preventing any other life from growing on the planet, keeping the Noghri trapped in effectively eternal servitude for a salvation that was never coming.
With the deception uncovered, the Noghri people began a secret rebellion against Thrawn and the Empire, outwardly maintaining their servitude while secretly assisting the New Republic, who in turn took steps to properly clean Honoghr's blighted lands. Eventually, this news reached Thrawn's bodyguard Rukh, who was in the optimal position to avenge the Noghri people; biding his time, he struck and assassinated Thrawn at the most crucial moment of his campaign, scuttling the Imperial leadership and ending Thrawn's campaign against the New Republic.
For her role in freeing the Noghri and as the daughter of Darth Vader (who the Noghri continued to revere even after the Empire's treachery was revealed), the Noghri pledged themselves to the service of Leia Organa-Solo, her husband Han Solo (whom they considered her 'consort') and their descendants, even acting in service to other allies of the bloodline as requested. As promised, the New Republic helped in the cleanup of Honoghr, going so far as to relocated many Noghri to settlements on other planets such as Wayland to allow the planet to heal, and granted them a senate seat in the New Republic.
The Noghri would continue to serve the New Republic and descendants of Leia Organa-Solo over the course of many subsequent conflicts and galactic events, including the Swarm War and Yuuzhan Vong invasion. Past the era of the New Republic, it is unknown what ultimately became of the Noghri, though it is likely they have persisted despite all odds on account of their near-abnormal ability to survive in the face of extinction.
Culture
For much of their existence, the Noghri maintained a peaceful society focused on agriculture and hunting practices. Areas of land were claimed by various clans, which were often made up of close blood relations that allowed the Noghri to identify the clan-scent of other Noghri to determine what clan they belonged to. These close-knit family groupings also caused each clan to develop separate customs and rituals, though there were several cultural aspects which each clan adhered to.
The legendary Noghri lethality can be attributed to their hunting techniques, for which much of their skillsets are suited. They were proficient in adapatable primitive weaponry that they used to great effect, such as small knives and their iconic fighting sickles which they mixed in with unarmed strikes and threw at their foes with deadly accuracy. This martial skill was only heightened by their practice of Stava, a hand-to-hand martial art that both enhanced the Noghri's offensive power and granted them their unnatural evasive capabilities, inspired by the beasts they hunted.
The Noghri valued the concepts of honor and loyalty highly, often taking on duties without complaint or indecision. They also exhibited strong, perhaps excessive, soberity in all matters, always keeping their duty in mind and rarely showing signs of humor even while relaxed. As a result, the Noghri would seek fierce retribution for betrayals, turning on those they considered allies without a second thought - while some may consider this behaviour bloodthirsty, it is this same honor that makes the Noghri such staunch and unwavering allies should their trust be truthfully earned.
Each clan created a communal building known as a dukha, located in the centre of the clan village and around which all other infrastructure was developed. A dukha was a cylindrical building with a coned roof, supported by evenly-spaced pillars around the building's circumference which were decorated with intricate carvings. Within the dukha itself, there was a High Seat placed toward the centre-rear of the building, upon which the clan's Maitrakh sat to conduct their duties, and a concave dish hung over the centre of the room by chains attached to the wall pillars, emitting light onto the ceiling and throughout the dukha. This building was sacred to the Noghri, acting as both a meeting place for the clanfolk and as a site where ancestral spirits resided.
Some Noghri concepts came into being as a result of the Galactic Empire's subjugation, who created the Grand Dukha and inspired the Noghri to regard the Empire as an overclan, allowing Imperial representatives to supplant the authority of the Dynasts and Maitrakhs. The Grand Dukha became the main point of connection between the Noghri and the Empire, being a Imperial-built imitation of the Noghri's sacred buildings and set as the centre of the capital city Nystao, which in turn sat in the centre of the Clean Lands and bordered the few remaining Noghri clans. There were known to have been thirteen Dynasts who met at this Dukha for meetings and to pay tribute to the Empire.
Clan Hierarchy
Though Noghri clans differ in many traditions and practices, they are consistent in their adherence to a clan-based social hierarchy.
Clansmen constitute the average Noghri population; a mixture of adolescents, elders, caretakers and laborers with a range of responsibilities for maintaining the clan's various social structures, such as agriculture and infrastructure. Though often untrained, the natural strength of the Noghri makes even the simple clansman a force to be wary of.
Hunters are responsible for tracking and slaying the local beasts of Honoghr surrounding their clan, both as a method of protection and a means of gathering supplies. A Noghri hunter is a step above their fellow clansmen, having trained in the traditional martial art of Stava to augment their defensive and offensive capabilities. They also have access to a fighting sickle, the traditional Noghri blade, which they use to swiftly slice through aggressive beasts and to hurl at fleeing prey.
While hunters guard their clans from hostile beasts, Warriors instead guard against their fellow Noghri. While Noghri society is largely peaceful, with individual clans subsisting through hunting and harvesting practices, it is inevitable that conflict between clans and their practices will arise. While often performing hunter duties, warriors take additional time to hone their Stava techniques further in preparation for war, heightening their evasive power and attack speed.
Maitrakhs are the storytellers, lorekeepers and leaders of their clans. They take the High Seat in the clan dukha when making decisions for the clan, enforcing their role as the central figures of clan society. As these Noghri are often the eldest female of the clan, they possess wealths of knowledge and understanding that allow them to effectively guide the development of their clan, and Noghri who remain close to their Maitrakh are said to be empowered by her mere presence. As all living things hold a connection to the Force, it is likely that the Maitrakh holds a deeper connection than most other Noghri, and may be instinctively tapping into it when empowering their clanfolk.
Dynasts are the warrior leaders of their respective clans, often forming them or taking over from the previous Dynast. As the Maitrakhs lead their clans in cultural preservation and social harmony, Dynasts in turn direct the ways of war and hunting for their clan. An aggressive Dynast may regularly lead their warriors against other clans to secure new land and supplies, while a defensive Dynast instead fortifies their communities and prioritizes hunting practices. While the latter Dynast became far more common over time, all Dynasts share the trait of being the strongest warrior in their clan, and are capable of advanced Stava techniques to incapacitate opponents and mitigate the damage of direct strikes.
Death Commandos fall outside the standard clan hierarchy, almost always deployed away from Honoghr and acting on behalf of the Empire rather than their clan, though such an assignment was considered a high honor for the Noghri and their clan. The commandos received Imperial training to handle advanced technology, such as blasters and vehicles, and enhance their lethality further than they could achieve as warriors. When the Noghri were freed from servitude to the Empire, those who had trained as commandos became bodyguards for the New Republic, though their reputation preceded them and drew ire from members of the New Republic Senate.
Notable Noghri
Notable Clans
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Bakh'tor
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Baikh'vair
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Eikh'mir
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Kihm'bar
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Hakh'khar
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Tlakh'sar
Rukh (Imperial Noghri Assassin)
"For the treachery of the Empire against the Noghri people. We were betrayed. We have been avenged."
Rukh clan Baikh'vair was the personal bodyguard of Grand Admiral Thrawn during the Empire's reign after the Clone Wars. Though he is known to have been a fierce and deadly opponent with fierce loyalty to his duty, his history and eventual fate is clouded due to the secrecy of his activities.
One story suggests that he was involved during Thrawn's campaign on Lothal, contributing to the capture of General Hera Syndulla and fighting the Spectre rebel cell. This story in particular highlights his speed, stealth and agility that allowed him to track down and battle multiple members of the iconic Spectres, although it is suggested that he eventually met his end at the hands of Garazeb Orellios after a struggle at the core of Lothal's Planetary Shield Generator. He is also said to have operated alongside Darth Vader's elite 501st Legion during a brief collaboration between the Dark Lord and Thrawn.
Another story suggests that Rukh survived past the Battle of Endor, and acted primarily as Thrawn's bodyguard as he took command of the majority remnant of the Empire left after Darth Vader and Emperor Palpatine's demise. His role in this tale mainly served as a method of enacting Thrawn's immediate will, demonstrating his disturbing lethality and willingness to carry out any order.
However, it is his sense of honor which solidifies his legacy in this tale, as once the deception carried out by the Empire and sustained by Thrawn to ensure the Noghri's prolonged servitude was made clear, Rukh immediately made it his solemn duty to kill the traitorous Thrawn at the most crucial moment of his campaign, even at the cost of his own life.
Indeed, his tale ended after Thrawn was informed that the Noghri had been plotting against and deceiving him, just as he did to them - moments before Rukh's knife pierced his heart, prompting Thrawn to appreciate the poetic irony of his defeat and accept his death. In turn, Rukh was killed soon after, but became immortalized amongst the Noghri people thereafter as a paragon of Noghri honor.
Khabarakh (Noghri Death Commando - Later Bodyguard)
"Mal'ary'ush!"
Khabarakh clan Kihm'bar was a Noghri Death Commando sent by Grand Admiral Thrawn to capture Princess Leia Organa-Solo of the New Republic. Though he was able to corner the princess on Kashyyyk, the Noghri's ability to detect bloodlines through scent caused him to recognise the princess as the daughter of their deceased patron, Darth Vader. With the authority of Vader's bloodline superceding that of Thrawn, Khabarakh undertook the difficult task of escorting Leia, now the Mal'ary'ush (daughter of the savior), to Honoghr in order to help her remove the Noghri from the Empire's debt.
On Honoghr, Khabarakh both came to blows with and taught Stava techniques to Chewbacca while sheltering Leia at his clan's dukha, but was eventually discovered by Thrawn and arrested for treason, although the princess and wookiee were not discovered in the process. When the Empire and Thrawn's treachery against the Noghri was uncovered, Khabarakh was released and thereafter became a staunch protector of the Organa-Solo bloodline.
Noghri Creature Statistics
Noghri Clansman
Medium humanoid (noghri), lawful any
- Armor Class 13 (unarmored)
- Hit Points 22 (4d8+4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 9 (-1)
- Skills Stealth +5, Survival +4
- Senses passive Perception 12
- Languages Basic, Honorghran
- Challenge 1/4 (50 XP), PB +2
Cunning Action. On each of the clansman's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Smell. The clansman has advantage on Wisdom (Perception) checks that rely on smell.
Powerful Leap. If the clansman jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the clansman can attempt to trip the target as part of the same attack.
Actions
Primitive Blade. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Variant: Gengh-Noghri
The Gengh-Noghri were an offshoot species of Noghri descended from Noghri slaves taken by the Rakata of the ancient Infinite Empire to the planet Tulpaa, where at least two of this species served as bodyguards for the Rakatan Elder Ruthic.
The most notable physical differences the Gengh-Noghri display are their towering height (over 2 metres) and crocodilian heads filled with flesh-tearing teeth. To reflect these differences in the provided statistics, remove the Cunning Action trait and add the following actions, using the Strength modifier to determine to-hit and damage values:
Bite: Melee Weapon Attack: +x to hit, reach 5 ft., one target. Hit: x ((Unarmed Strike dice)+x) kinetic damage, and the target is grappled (escape DC 13-18). Once this attack hits, it cannot be used again until the grappled target is freed.
Rend: Melee Weapon Attack: +x to hit, reach 5 ft., one target grappled by the noghri. Hit: x ((2 x Unarmed Strike dice)+x) kinetic damage.
Noghri Hunter
Medium humanoid (noghri), lawful any
- Armor Class 17 (unarmored defense)
- Hit Points 34 (6d8+6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 10 (+0) 15 (+2) 9 (-1)
- Skills Stealth +6, Perception +4, Survival +4
- Senses passive Perception 14
- Languages Basic, Honoghran
- Challenge 1 (200 XP), PB +2
Cunning Action. On each of the hunter's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Smell. The hunter has advantage on Wisdom (Perception) checks that rely on smell.
Martial Artist. After making a melee weapon attack on its turn, the hunter can make an unarmed strike as a bonus action.
Powerful Leap. If the hunter jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the hunter can attempt to trip the target as part of the same attack.
Unarmored Defense. While the hunter is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Fighting Sickle. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage.
Noghri Warrior
Medium humanoid (noghri), lawful any
- Armor Class 18 (unarmored defense)
- Hit Points 52 (8d8+16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 14 (+2) 10 (+0) 17 (+3) 9 (-1)
- Saving Throws Dex +6
- Skills Acrobatics +6, Stealth +6, Perception +5, Survival +5
- Senses passive Perception 15
- Languages Basic, Honoghran
- Challenge 3 (700 XP), PB +2
Cunning Action. On each of the warrior's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the warrior is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the warrior instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Smell. The warrior has advantage on Wisdom (Perception) checks that rely on smell.
Martial Artist. After making a melee weapon attack on its turn, the warrior can make an unarmed strike as a bonus action.
Powerful Leap. If the warrior jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the warrior can attempt to trip the target as part of the same attack.
Unarmored Defense. While the warrior is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The warrior makes two melee or ranged weapon attacks.
Fighting Sickle. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage.
Noghri Dynast
Medium humanoid (noghri), lawful any
- Armor Class 19 (unarmored defense)
- Hit Points 120 (16d8+48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 11 (+0)
- Saving Throws Dex +8, Wis +7
- Skills Acrobatics +8, Stealth +8, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Basic, Honoghran, one other language
- Challenge 7 (2,900 XP), PB +3
Cunning Action. On each of the dynast's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the dynast is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the dynast instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Smell. The dynast has advantage on Wisdom (Perception) checks that rely on smell.
Martial Artist. After making a melee weapon attack on its turn, the dynast can make an unarmed strike as a bonus action.
Powerful Leap. If the dynast jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the dynast can attempt to trip the target as part of the same attack.
Stunning Strike (3/Day). When the dynast hits with a melee weapon attack, it can force the target to make a DC 15 Constitution saving throw or become stunned until the end of its next turn.
Unarmored Defense. While the dynast is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The dynast makes three melee or ranged weapon attacks.
Dynast's Sickle. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+5) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.
Reactions
Uncanny Dodge. The dynast halves the damage that it takes from an attack that hits it. The dynast must be able to see the attacker.
Noghri Maitrakh
Medium humanoid (noghri), lawful any
- Armor Class 13 (unarmored, 16 with battle precognition)
- Hit Points 55 (18d8+18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 14 (+2) 20 (+5) 15 (+2)
- Skills Lore +6, Persuasion +4, Stealth +5, Survival +7
- Senses passive Perception 15
- Languages Basic, Honorghran, three other languages
- Challenge 4 (1,100 XP), PB +2
Cunning Action. On each of the maitrakh's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Innate Forcecasting. The maitrakh’s forcecasting ability is Wisdom (force save DC 15). It can innately cast the following force powers:
At-will: affect mind, give life, guidance, mind trick, resistance, spare the dying
3/Day each: battle precognition, heroism, valor, danger sense, force vision
1/Day each: aura of vigor, beacon of hope, plant surgeKeen Smell. The maitrakh has advantage on Wisdom (Perception) checks that rely on smell.
Lorekeeper. The maitrakh has advantage on Intelligence (Lore) checks on the Noghri and Honoghr, and can perfectly recall anything it has seen, heard or smelled in the last 7 days.
Powerful Leap. If the maitrakh jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the maitrakh can attempt to trip the target as part of the same attack.
Actions
Primitive Blade. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage.
Noghri Death Commando
Medium humanoid (noghri), lawful any
- Armor Class 19 (unarmored defense)
- Hit Points 105 (14d8+42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 9 (-1)
- Saving Throws Dex +8, Wis +7
- Skills Acrobatics +8, Stealth +8, Piloting +3, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Basic, Honoghran, one other language
- Challenge 6 (2,300 XP), PB +3
Cunning Action. On each of the commando's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the commando is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the commando instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Smell. The commando has advantage on Wisdom (Perception) checks that rely on smell.
Martial Artist. After making a melee weapon attack on its turn, the commando can make an unarmed strike as a bonus action.
Powerful Leap. If the commando jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the commando can attempt to trip the target as part of the same attack.
Unarmored Defense. While the commando is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The commando makes three melee or ranged weapon attacks.
Electrostaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage and the target must make a DC 15 Dexterity saving throw or take an additional 2 (1d4) lightning damage and be shocked until the end of its next turn.
Stokhli Spray Stick (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 15 ft., one target that is Large or smaller. Hit: The target becomes restrained and shocked by a net until freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature without harming it and immediately ends the net's effects.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.
Reactions
Uncanny Dodge. The commando halves the damage that it takes from an attack that hits it. The commando must be able to see the attacker.
Death Commando Actions
Though Noghri death commandos were known to utilize a variety of tools in their missions, their attacks in this statblock have been limited to their most iconic tools for simplicity. To incorporate other attacks the commandos might use, consider the following attack actions:
- Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) kinetic damage.
- Blaster Carbine. Ranged Weapon Attack: +8 to hit, range 70/280 ft., one target. Hit: 8 (1d6+5) energy damage.
Imperial Noghri Assassin
Medium humanoid (noghri), lawful neutral
- Armor Class 20 (unarmored defense)
- Hit Points 110 (13d8+52)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 20 (+5) 18 (+4) 14 (+2) 20 (+5) 14 (+2)
- Saving Throws Dex +9, Con +8, Wis +9
- Skills Athletics +8, Acrobatics +9, Stealth +11, Piloting +4, Perception +11, Survival +9, Intimidation +6
- Damage Resistances kinetic, energy and ion damage from unenhanced sources
- Senses passive Perception 21
- Languages Basic, Honoghran, one other language
- Challenge 15 (13,000 XP), PB +5
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Cunning Action. On each of the assassin's turns, it can use a bonus action to take the Dash, Disengage, or Hide action.
Enhanced Strikes. The assassin's weapon and unarmed strike attacks are considered enhanced for the purposes of overcoming resistances.
Avoidance. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Smell. The assassin has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If the assassin fails a saving throw, it can choose to succeed instead.
Martial Artist. After making a melee weapon attack on its turn, the assassin can make two unarmed strikes as a bonus action.
Powerful Leap. If the assassin jumps at least 10 feet in a straight line before hitting a target with a melee weapon attack, the assassin can attempt to trip the target as part of the same attack.
Unarmored Defense. While the assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The assassin makes three melee or ranged weapon attacks.
Blaster Carbine. Ranged Weapon Attack: +9 to hit, range 70/280 ft., one target. Hit: 8 (1d6+5) energy damage.
Electrostaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage and the target must make a DC 18 Dexterity saving throw or take an additional 2 (1d4) lightning damage and be shocked until the end of its next turn.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5).
Stealth Field Generator. The assassin becomes invisible. Anything the assassin is carrying is invisible as long as it is on the assassin. The assassin may end the invisibility at any time (no action required). The invisibility ends if the assassin attacks.
Reactions
Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it. The assassin must be able to see the attacker.
Legendary Actions
The Imperial Noghri Assassin 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 Legendary Noghri Assassin regains spent legendary actions at the start of their turn.
Move. The Imperial Noghri Assassin moves up to its speed without provoking opportunity attacks.
Powerful Leap. The Imperial Noghri Assassin leaps up to 40 feet in any direction. If he lands on a space adjacent to a creature that is Large or smaller, he may make a trip attack against them.
Attack. The Imperial Noghri Assassin makes one weapon attack.
Honoghran Fauna
Stava
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8+2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Challenge 1/2 (100 XP), PB +2
Keen Hearing and Smell. The stava has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The stava has advantage on attack rolls against a creature if at least one of the stava’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Relentless (Recharges after a Short or Long Rest). If the stava takes 5 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) kinetic damage.
Pounce. If the stava moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the stava can make one bite attack against it as a bonus action.
Stava, Alpha
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 36 (6d8+9)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 16 (+3) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Senses passive Perception 13
- Challenge 1 (200 XP), PB +2
Aura of Blood Thirst. If the alpha isn’t incapacitated, any other stava can make a melee attack as a bonus action while within 10 feet of the alpha.
Keen Hearing and Smell. The alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The alpha has advantage on attack rolls against a creature if at least one of the alpha’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Relentless (Recharges after a Short or Long Rest). If the alpha takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) kinetic damage.
Pounce. If the alpha moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the alpha can make one bite attack against it as a bonus action.
Noghri Equipment
Though the Noghri limited their reliance on equipment, unique and enhanced items can still be found amongst their possessions.
Name | Type | Cost | Weight | Damage | Properties |
---|---|---|---|---|---|
Spray Stick | Exotic Blaster | 2900 credits | 21 | Special | Modal (vapor projector and electro-staff) |
Stokhli Spray Stick
Weapon (spray stick), prototype
You gain a +1 bonus to save DCs and to attack and damage rolls made with this enhanced weapon.
Additionally, this weapon comes with 6 charges, and you regain 1d6 charges at the end of a long rest. These charges act as an internal standard-rarity spraymist projector tank, and when you make an attack with the vapor projector mode, you can choose to expend charges to use the internal tank. When attacking in this way, you can expend 1 charge for a line attack or 3 charges for a cone attack, using the spraymist projector tank's properties.
This advanced spray stick was developed by Stokhli nomads to conserve the materials used in their spraymist solution, drawing expended solution back into the weapon after use and steadily synthesizing it into a reusable state.
Projector tank, spraymist
Adventuring gear (ammunition), standard
| 700cr, 3 lb. |
When triggered, this vapor projector ammunition produces a rapidly-solidifying mist in a line 15 feet long and 5 feet wide or a 15-foot cone. A single fuel tank holds enough fuel for three attacks in a line or a single attack in a cone. Each creature must make a DC 14 Dexterity saving throw, or become restrained and shocked by a mesh-net on a failure. This ammunition has no effect on Huge or larger creatures, and targets are trapped by the net until freed.
A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 5 hit points, and immunity to all damage not dealt by melee weapons. Destroying the net frees the creature and immediately ends the net's effects.
This spraymist was developed by the Stokhli nomads of Manress, who used it in conjuncture with their spray sticks to engage in big-game hunting. It later became a favored tool of bounty hunters and assassins due to its effectiveness in capturing quarry, although the high cost-per-tank made it effective only for the most high-profile targets.
Enhanced Spraymist Projector Tanks
Enhanced tanks cause the net formed by the mist to become resistant to damage from unenhanced melee weapons. Additionally, for every enhanced level above standard for a tank, increase the Dexterity saving throw and Strength check by 1, and give the net an additional 1 AC and 5 hit points.
Spraymist Projector Cannisters
To create wrist launcher ammunition of similar function, remove the shocked condition from a failed Dexterity saving throw, and lower the cost and weight of a canister to 375cr and 2 lbs respectively. If creating enhanced ammunition, use the above rules to determine improvements.
Warrior's Sickle
Weapon (tech-axe), premium
This weapon gains the keen 1 property and its thrown range increases by 10/30.
Noghri warriors honed both their body and their weaponry to prepare for war, enhancing the effectiveness of their fighting sickles.
Dynast's Sickle
Weapon (tech-axe), prototype
You gain a +1 bonus to attack and damage rolls with this enhanced weapon. Additionally, this weapon gains the keen 2 property and its thrown range increases by 15/45.
A dynast was a skillful warrior amongst Noghri, and his fighting sickle was likewise honed to a fine edge.
Stavahide Handwraps
Adventuring gear (hands), prototype
While wearing these handwraps, you have a +1 bonus to attack and damage rolls made with your unarmed strikes. Additionally, if you would use your bonus action to make an unarmed strike, you can make another unarmed strike as part of the same bonus action.
The stava was a endurance-based predator native to Honoghr, best known as the inspiration for the Noghri's signature martial art.
Maitrakh's Robe
Adventuring gear (torso), prototype
Requires attunement by a forcecaster
While wearing these robes, any friendly creature being affected by a force power you control adds +2 to their attack, damage, ability check and saving throw rolls. Additionally, you have advantage on Intelligence (Lore) checks to recall information about the Noghri and Honoghr.
A maitrakh acted as the lorekeeper and leader of their clan, inspiring their clansfolk and educating them about their history.
Noghri Avenger's Knife
Weapon (vibro-dagger), legendary
Requires attunement
You gain a +3 to attack and damage rolls made with this enhanced vibroweapon, and when you make a critical hit with this weapon, you roll all damage dice three times instead of twice. Additionally, the weapon gains the keen 3 and returning properties.
The assassin's knife used by Rukh was a symbol of Thrawn's power, as Rukh used it to enforce Thrawn's will in any way he asked. Ironically, the same knife was later used to assassinate Thrawn by the very same Noghri who had enforced his will, as vengeance for the betrayal of the Noghri people.
Stava Order
The traditional martial art of the Noghri warrior race of Honoghr, Stava embodies the spirit of its namesake predator through a focus on speed and endurance. To accompany this, the Noghri trained in primitive weaponry that would flow with the speed of their art, often choosing to wield light polearms or blades no longer than their forearm.
Blended Blows
Stava Order: 3rd level
You combine the speed of your martial arts with the skill of your weapons training. When you use a bonus action to engage in Two-Weapon or Double-Weapon fighting with monk weapons, you can choose to treat the attack as an unarmed strike for the purposes of triggering Monk class features.
Pursuer's Approach
Stava Order: 6th level
You use acrobatic movements to chase down your prey unhindered. When you take the Disengage or Dash actions, you gain the following benefits:
- You ignore unenhanced difficult terrain.
- You gain advantage on saves against effects that would reduce your movement speed.
- Attacks which would reduce your movement speed are made with disadvantage on the attack roll.
These benefits last until the start of your next turn.
Stalker's Flurry
Stava Order: 11th level
If a hostile creature provokes an
opportunity attack from you, you may
engage in Two-Weapon Fighting,
Double-Weapon Fighting or performing an additional unarmed strike as part of the reaction used to perform an opportunity attack.
Additionally, creatures within your reach provoke opportunity attacks from you even if they take the Disengage action.
Dynast's Presence
Stava Order: 17th level
Your speed and lethality invoke a primal desire to flee in your enemies, which you exploit to its fullest. When you deal damage to a creature with a melee weapon attack, you can spend 1 focus point and force them to make a Wisdom saving throw.
On a failure, the creature becomes frightened of you until the end of your next turn and must attempt to move at least 10 feet away from you during their next turn. Additionally, any damage you deal to them during this time does additional damage of the same type equal to a roll of your Martial Arts die.
Once a creature has failed this saving throw, they cannot be affected by this feature again until at least 24 hours have passed or they have completed a long rest.
Credits
Wookieepedia - Noghri lore
That Lore Guy#7050 - Original DWF Monk concept
Rick Fisto, Vesh, Aeryn, Steev - Statblock traits, actions and reactions
https://watercolors.giantsoup.com/index.html - Watercolor stain collection
Images
Honoghr Before:
https://starwars.fandom.com/wiki/Honoghr/Legends
Honoghr After:
https://starwars.fandom.com/wiki/Honoghr/Legends
Noghri Concept Art:
https://starwars.fandom.com/wiki/Noghri/Legends
Grand Dukha: https://starwars.fandom.com/wiki/Grand_Dukha
Stava Martial Art: https://starwars.fandom.com/wiki/Stava_(skill)
Thrawn's Death:
https://starwars.fandom.com/wiki/Rukh/Legends
Noghri:
https://starwars.fandom.com/wiki/Noghri/Legends
Noghri Commandos:
https://starwars.fandom.com/wiki/Noghri/Legends
Rukh: https://www.starwars.com/databank/rukh
Stava: https://starwars.fandom.com/wiki/Stava
Spray Stick: https://starwars.fandom.com/wiki/Stokhli_spray_stick
Fighting Sickle: https://www.pinterest.com.au/pin/556687203912007884/
Noghri Bodyguard: https://starwars.fandom.com/wiki/Noghri/Legends