![](https://cdn.discordapp.com/attachments/703297196241715301/1320515800917872700/SNVcover.png?ex=6769e1ac&is=6768902c&hm=e3d0ee2978e08caa8f18374184ae3c5e681edf931ea1fd34aa4b33313a0746eb&)
Droids
000 Series Protocol Droid
Medium droid (class III), lawful dark
- Armor Class 11 (natural armor)
- Hit Points 27 (5d8 + 5)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 16 (+3) 12 (+1) 14 (+2)
- Skills Insight +3, Intimidation +4, Lore +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages All registered languages
- Challenge 1 (200 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.
Techcasting. The droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 23 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, venomous strike
1st-level: poison dart, spot the weakness, toxin scan, tranquilizer
2nd-level: paralyze humanoid, toxin purge, truth serum
3rd-level: tactical advantageActions
Torturous Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the target must succeed on a DC 13 Dexterity saving throw or be shocked until the end of its next turn.
3P0 Series Droid
Medium droid (class III), unaligned
- Armor Class 10 (natural armor)
- Hit Points 18 (4d8)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 10 (+0) 14 (+2) 12 (+1) 10 (+0)
- Skills Lore +4, Persuasion +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages All registered languages
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
B'omarr BT-16 Brain Walker
Medium droid (class IV), any dark
- Armor Class 14 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 16 (+3)
- Saving Throws Int +5, Wis +3, Cha +5
- Skills Deception +5, Lore +5, Perception +3, Persuasion +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities charmed, diseased, frightened, paralyzed, poisoned
- Senses blindsight 60 ft., tremorsense 60 ft., passive Perception 13
- Languages Basic, Binary, Huttese
- Challenge 3 (700 XP) Proficiency Bonus: +2
Targeting Systems. The brain walker uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Multiattack. The brain walker makes two repeating blaster cannon attacks and uses its Mind Thrust.
Repeating Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Mind Thrust. One creature within 60 feet of the brain walker must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one.
Basilisk War Droid
Huge droid (class IV), unaligned
- Armor Class 18 (natural armor)
- Hit Points 95 (10d12 + 30)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 4 (-3) 12 (+1) 14 (+2)
- Skills Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses blindsight 60 ft., tremorsense 120 ft., passive Perception 12
- Languages understands Mando'a but can't speak it
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Beast A.I.. The basilisk counts as an animal for the sake of Wisdom (Animal Handling) checks made on it or while riding it.
Circuitry. The basilisk has disadvantage on saving throws against effects that would deal ion or lightning damage.
Mourning. If a rider using the basilisk as a mount is killed, the basilisk will release a pained howl and attempt to kill the one responsible without regard for its own safety.
Weapons Compartment. A rider using the basilisk as a mount can securely store up to 20 lbs. of weapons and one day's worth of rations in a storage hatch within reach of their seat.
Actions
Multiattack. The basilisk makes two weapon attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) kinetic damage.
Light Laser Cannon. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 17 (3d8 + 4) energy damage.
Pulse-Wave Cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (3d6 + 4) fire damage.
Shatter-Missile Launcher (4/Day). The basilisk launches a missile at a point within 300 feet that it can see. Each creature within a 15-foot sphere of that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save, or half as much damage on a successful one.
Shockwave Generator (Recharge 5-6). The basilisk unleashes a crude sonic blast from the rods comprising its nose. Each creature in a 20-foot radius must make a DC 15 Constitution saving throw, taking 18 (4d8) sonic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the creature is knocked prone if it is Large or smaller. The basilisk cannot use this attack while it is in flight.
B1 Battle Droid, B1-A
Medium droid (class IV), unaligned
- Armor Class 14 (natural armor)
- Hit Points 7 (2d8 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 8 (-1) 12 (+1) 10 (+0) 6 (-2)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Binary
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack with disadvantage against that creature.
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Stock Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.
B1 Battle Droid, B1-X
Medium droid (class IV), unaligned
- Armor Class 14 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1)
- Skills Perception +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Binary
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Battle Droid Swarm. When an ally of the battle droid hits a hostile creature that it can see with a weapon attack, the battle droid can use its reaction to make one weapon attack, with disadvantage, against that creature.
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) energy damage.
REACTIONS
Redirect. When a creature the battle droid can see targets it with an attack, it can choose another battle droid within 5 feet of it. The two battle droids swap places, and the chosen battle droid becomes the target instead.
B1 Battle Droid Squad
Gargantuan swarm of medium droids, any alignment
- Armor Class 14 (natural armor)
- Hit Points 95 (10d20 - 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0) 6 (-2)
- Saving Throws Dex +4, Int +3
- Skills Perception +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities charmed, diseased, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, Binary
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Battle Droid Swarm. When an ally of the squad hits a hostile creature that it can see with a weapon attack, the squad can use its reaction to make one weapon attack with disadvantage against that creature.
Circuitry. The squad has disadvantage on saving throws against effects that would deal ion or lightning damage.
Reactive. The squad can take one reaction each turn.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium creature. The squad can’t regain hit points or gain temporary hit points. The squad is immune to any power or effect that would alter its form.
Actions
Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Massed Fire (Recharge 5-6). The squad fires en masse at a point within 150 ft. Each creature in a 10-foot radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
B2 Series, B2-A
Medium droid (class IV), unaligned
- Armor Class 16 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 11
- Languages Basic, Binary
- Challenge 1 (200 XP) Proficiency Bonus: +2
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The battle droid makes two weapon attacks.
Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Wristblaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Wristrocket (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. Hit or miss, the rocket then explodes and the target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 5 (1d10) kinetic damage on a failed save, or half as much on a successful one.
Wristblaster Volley (Recharge 5-6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
B2 Series, B2-HA
Medium droid (class IV), unaligned
- Armor Class 17 (natural armor)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0)
- Skills Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Binary
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The battle droid makes two weapon attacks.
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Wristblaster. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Rocket Launcher (1/Day). Each creature in a 20-foot radius sphere centered on a point that the battle droid can see within 150 feet must make a DC 13 Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Wristblaster Volley (Recharge 5-6). The battle droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
BB Series Astromech Droid
Small droid (class II), unaligned
- Armor Class 13 (natural armor)
- Hit Points 14 (4d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1)
- Skills Perception +3, Piloting +5, Technology +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned, prone
- Senses darkvision 30 ft., passive Perception 13
- Languages Binary, understands Basic but can't speak it
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Techcasting. The droid is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:
At-will: jet of flame, mending, minor hologram, on/off, wire line
1st-Level: decryption program, expeditious retreat, hologram, repair droid, target lock
2nd-Level: motivator boost, pyrotechnics, releaseActions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) lightning damage.
BX Series, BX-5C
Medium droid (class IV), unaligned
- Armor Class 16 (natural armor)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 6 (-2)
- Saving Throws Dex +7
- Skills Perception +4, Stealth +7
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Binary
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the battle droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the battle droid that isn’t incapacitated.
Actions
Multiattack. The battle droid makes two attacks with its blaster carbine or techblade.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 7 (1d6 + 4) energy damage.
Stealth Field Generator. The battle droid becomes invisible. Anything the battle droid is carrying is invisible as long as it is on the battle droid. The battle droid may end the invisibility as a free action. The invisibility ends if the battle droid attacks.
Thermal Detonator (1/Day). The battle droid throws a grenade at point it can see within 40 feet. Each creature within 20 feet of that point must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage and 11 (2d10) kinetic damage. Additionally, on a failed save, the creature is knocked prone. On a success, a creature takes half damage.
BX Series, BX-A
Medium droid (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, Binary
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The battle droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the battle 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 battle droid that isn’t incapacitated.
Actions
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Stealth Field Generator. The battle droid becomes invisible. Anything the battle droid is carrying is invisible as long as it is on the battle droid. The battle droid may end the invisibility as a free action. The invisibility ends if the battle droid attacks.
Blastromech Series, BT-1
Small droid (class II), chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 91 (14d6 + 42)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 16 (+3) 18 (+4) 12 (+1) 8 (-1)
- Skills Intimidation +4, Perception +6, Stealth +7, Survival +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 16
- Languages Binary, understands Basic but can't speak it
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Circuitry. The blastromech has disadvantage on saving throws against effects that would deal ion or lightning damage.
Legendary Resistance (3/Day). If the blastromech fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The blastromech makes three attacks with its blaster cannon.
Blaster Cannon. Each creature in a 10-foot cube centered on a point the blastromech can see within 100 feet must make a DC 17 Dexterity saving throw. A creature takes 7 (1d10 + 2) energy damage on a failed save.
Flamethrower (2/Day). Each creature in a 30-foot cone must make a DC 17 Dexterity saving throw. A creature takes 36 (8d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Rocket Barrage (2/Day). Each creature in a 20-foot radius sphere centered on a point that the blastromech can see within 150 feet must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) kinetic damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
The blastromech 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 blastromech regains spent legendary actions at the start of its turn.
Attack. The blastromech makes one blaster cannon attack.
Detect. The blastromech makes a Wisdom (Perception) check.
Rocket Boost. The blastromech leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.
C1 Series Astromech Droid
Small droid (class II), chaotic any
- Armor Class 12 (natural armor)
- Hit Points 7 (2d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 4 (-3)
- Skills Perception +3, Piloting +5, Technology +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, understands Basic but can't speak it
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Circuitry. The astromech droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Keen Hearing and Sight. The astromech droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Rocket Boost (1/Day). The astromech droid leaps up to 40 feet in any direction.
Techcasting. The astromech droid is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 23 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, haywire
1st-level: copy, expeditious retreat, stack the deck
2nd-level: concealed caltrops, paralyze humanoid
3rd-level: read memory, vertical maneuveringActions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) lightning damage.
DRK-1 Tracker Droid
Tiny droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +3, Survival +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 13
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Interfaced Tracking Protocol. While a creature is interfaced with the droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and the droid is also tracking that target, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.
Actions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.
Dark Trooper, Phase I
Medium droid (class IV), unaligned
- Armor Class 18 (natural armor, medium physical shield)
- Hit Points 104 (16d8 + 32)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1)
- Saving Throws Str +6
- Skills Athletics +6, Perception +6
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60ft., passive Perception 16
- Languages Binary
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Circuitry. When the trooper drops below half its hit points (52), the trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.
Phrik Skeleton. While the trooper has half or more of its maximum hit points (52), it has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.
Actions
Multiattack. The trooper can make three melee attacks.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the target must make a DC 14 Strength saving throw or be knocked prone.
Wristblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Dark Trooper, Phase II
Medium droid (class IV), unaligned
- Armor Class 17 (natural armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0)
- Saving Throws Str +7, Con +5
- Skills Athletics +7, Perception +6
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 16
- Languages Basic, Binary
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Circuitry. When the trooper drops below half its hit points (65), the trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.
Phrik Skeleton. While the trooper has half or more of it's maximum hit points (65), the trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.
Actions
Multiattack. The trooper makes an underslung missile launcher attack, and then can make three assault cannon attacks or an assault cannon barrage.
Assault Cannon. Ranged Weapon Attack. +6 to hit, range 80/320 ft., one target. Hit: 9 (1d12 + 3) energy damage.
Underslung Missile Launcher. Ranged Weapon Attack. +6 to hit, range 240 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 5 (1d10) kinetic damage on a failed save.
Assault Cannon Barrage (Recharge 5-6). The trooper sprays a 20-foot cube area within range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.
Reactions
Energy Shield (3/Day). As a reaction to being hit by a weapon attack, the trooper engages its personal energy shield. Until the start of its next turn, it has a +3 bonus to its AC. This includes the triggering attack.
Dark Trooper, Phase III
Large droid (class IV), unaligned
- Armor Class 20 (natural armor)
- Hit Points 170 (20d10 + 60)
- Speed 25 ft., fly 25 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 10 (0)
- Saving Throws Str +9, Con +7, Wis +6
- Skills Athletics +9, Intimidation +5, Perception +11
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 21
- Languages Basic, Binary
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Circuitry. When the trooper drops below half its hit points (85), the trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.
Exoskeleton Capable. The trooper is designed to be used as a combat exoskeleton as well as a fully autonomous droid. If the trooper is being used as armor, the wearer’s Str and Con mods are replaced by those of the suit. It also replaces the condition immunities and damage resistances/immunities of the wearer using it.
Legendary Resistance (3/Day). If the trooper fails a save, it can choose to succeed instead.
Phrik Skeleton. While the trooper has half or more of it's maximum hit points (85), the trooper has resistance to energy and ion weapons. Otherwise, it gains vulnerability to ion damage.
Actions
Multiattack. The trooper makes four assault cannon or strike attacks, or two shoulder missile launcher attacks.
Strike. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Assault Cannon. Ranged Weapon Attack. +8 to hit, range 80/320 ft., one target. Hit: 16 (2d12 + 3) energy damage.
Shoulder Missile Launcher. Ranged Weapon Attack. +8 to hit, range 240 ft., one target. Hit: 21 (4d8 + 3) kinetic damage. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 16 Dexterity saving throw, taking 18 (4d8) kinetic damage on a failed save.
Frag Grenade (5/Day). The trooper throws a grenade choosing a point within 50 feet, each creature within 10 feet must make a DC 14 Dexterity saving throw, taking 22 (4d10) on a failed save or half as much on a successful one.
Assault Cannon Barrage (Recharge 5-6). The trooper sprays a 20-foot cube area within range with shots. Each creature in the area must make a DC 16 Dexterity saving throw, taking normal weapon damage on a failed save.
Shoulder Missile Barrage (Recharge 5-6). The trooper unleashes a salvo of micro missiles at a point within 240 feet. Every creature within 30 feet of the chosen point must make a DC 16 Dexterity saving throw, taking 35 (10d6) kinetic damage on a failed save, or half as much on a successful one.
DSD1 Dwarf Spider Droid
Large droid (class IV), unaligned
- Armor Class 16 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 30 ft., burrow 20 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)
- Skills Perception +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses blindsight 120 ft., passive Perception 16
- Languages Basic, Binary
- Challenge 3 (700 XP) Proficiency Bonus: +2
Circuitry. The spider droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Spider Climb. The spider droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The spider droid makes two attacks.
Claw. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Rapid-Fire. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) energy damage.
Blaster Cannon (Recharge 4-6). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3) energy damage. This attack is made with advantage against constructs. Hit or miss, the target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 9 (1d12 + 3) energy damage on a failed save or half as much on a successful one.
Self-Destruct. When the spider droid is reduced to half of its hit point maximum and is within 20 feet of a hostile creature, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Triangulation. The spider droid selects a target it can see and sends a digital signal to an OG-9 Homing Spider Droid within 600 feet but more than 60 feet away. The OG-9 is made aware of the target's exact location, even if it cannot see it directly, and its next attack roll against that target is made with advantage, or the next saving throw it forces the target to make is made with disadvantage. Any effect that blocks communications, such as a comm jammer, obstructs this signal, causing it to fail. The dwarf spider droid knows if its signal is being blocked.
DUM-Series Pit Droid
Small droid (class II), unaligned
- Armor Class 11 (natural armor)
- Hit Points 3 (1d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 12 (+1) 12 (+1) 10 (+0)
- Skills Investigate +3, Technology +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities poisoned, disease
- Senses passive Perception 11
- Languages Binary, understands Basic but can't speak it
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Crafter Protocol. The droid comes with proficiency in three tools, chosen when it is crafted.
Interfaced Crafting Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it makes an ability check using tools with which the droid is also proficient, it has advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.
Powerful Build. The droid counts as one size larger when determining carrying capacity and the weight it can push, drag, or lift.
Withdraw (1/Rest). The first time the droid would drop to zero hit points, it can instead drop to 1 hit point, temporarily deactivate, and fold up into a tougher, immobile form. While withdrawn, the droid has an AC of 14, and is considered paralyzed. This effect ends when a creature that is interfaced with the droid uses a bonus action to end the effect, the droid is .
Actions
Kick. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Repair (1/Day). The droid patches up a droid or construct within 5 feet using a repair kit. The target can immediately roll a Hit Die, regaining hit points equal to the number rolled plus its Constitution modifier, plus an additional 4 (1d8) hit points.
Destroyer Droideka
Medium droid (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 15 ft. (attack form) or 60 ft. (ball form)
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 6 (-2)
- Skills Perception +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, diseased, poisoned
- Senses blindsight 60 ft., passive Perception 16
- Languages Binary, understands Basic but can't speak it
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Circuitry. The droideka has disadvantage on saving throws against effects that would deal ion or lightning damage.
Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.
Actions
Multiattack. The droideka makes two weapon attacks.
Twin Blaster Cannons. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Twin Blaster Cannon Burst (Recharge 4-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 15 Dexterity saving throw, taking 13 (2d8 + 4) energy damage on a failed save, or half as much on a successful one.
Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.
Destroyer Droideka Mark II
Large droid (class IV), unaligned
- Armor Class 17 (natural armor)
- Hit Points 85 (9d10 + 36)
- Speed 15 ft. (attack form) or 60 ft. (ball form)
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 18 (+4) 15 (+2) 16 (+3) 7 (-2)
- Skills Perception +7
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, diseased, poisoned
- Senses blindsight 60 ft., passive Perception 17
- Languages Binary, understands Basic but can't speak it
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Circuitry. The droideka has disadvantage on saving throws against effects that would deal ion or lightning damage.
Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 120 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 20 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.
Actions
Multiattack. The droideka makes three attacks: two with its twin blaster cannons and either one attack with its ion cannon or it uses its triple blaster cannon burst, if available.
Twin Blaster Cannons. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 16 (2d10 + 5) energy damage.
Twin Ion Cannons. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 12 (2d6 + 5) ion damage.
Triple Blaster Cannon Burst (Recharge 5-6). The droideka sprays a 10-foot cube area within range. Each creature in the area must make a DC 17 Dexterity saving throw, taking 21 (3d10 + 5) energy damage on a failed save, or half as much on a successful one.
Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.
GH-7 Medical Analysis Unit
Small droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d6 - 2)
- Speed 25 ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 6 (-2) 12 (+1) 12 (+1) 10 (+0)
- Skills Medicine +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Interfaced Healing Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it restores hit points to a creature that is within 5 feet of the droid, it can roll the dice twice and take either total.
Actions
Administer Antidote (1/Rest). The droid administers a charge of an antidote kit to cure a target of one poison affecting it or to give it advantage on saving throws against poison for 1 hour. This has no effect on droids or constructs.
Medkit (1/Rest). The droid expends a use of a medkit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Medpac (1/Day). The droid heals up a creature within 5 feet using a medpac. The target can immediately roll a Hit Die, regaining hit points equal to the number rolled plus its Constitution modifier, plus an additional 4 (1d8) hit points.
Gonk Droid
Small droid (class II), unaligned
- Armor Class 13 (natural armor)
- Hit Points 5 (1d6 + 2)
- Speed 15 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 8 (-1) 6 (-2) 8 (-1)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages Binary, Gonkian, understands Basic but can't speak it
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Explosive Retribution. When the droid is reduced to zero hit points, it immediately uses its Self-Destruct.
Actions
Kick. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Self-Destruct. The droid explodes and is destroyed. Each creature in a 20-foot radius sphere centered on the droid must make a DC 12 Dexterity saving throw. A target takes 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Charging Port (2/Day). The droid touches one weapon or object powered by a power cell, or one power cell within 5 feet of it. The cell immediately regains its full charge.
Legendary HK-Series Droid, HK-47
Medium droid (class IV), lawful dark
- Armor Class 18 (armor plating)
- Hit Points 112 (15d8 + 45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 16 (+3) 16 (+3) 16 (+3) 14 (+2)
- Saving Throws Dex +10, Int +8, Wis +8
- Skills Acrobatics +10, Athletics +7, Insight +8, Perception +8, Survival +8, Technology +8
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic, Binary
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Assassinate. During its first turn, the droid has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the droid scores against a surprised creature is a critical hit.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the droid can deal an extra 14 (4d6) 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.
Legendary Resistance (3/Day). If the droid fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The droid uses either its flamethrower or gas grenade, if available, then makes three weapon attacks.
Stock Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 9 (1d8 + 5) energy damage.
Superior Cloaking. The droid turns invisible until its concentration ends (as if concentrating on a power).
Flamethrower (Recharge 5-6). Each creature in a 15-foot cone or a 30-foot line must make a DC 16 Dexterity saving throw. A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.
Gas Grenade (2/Day). The droid throws a gas grenade at a point within 40 feet. The gas grenade spews a thick cloud of yellow-green fog in a 15-foot radius. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.
Reactions
Reactive Shield. When the droid is hit by an attack, it can use its reaction to shield itself, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The droid 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 droid regains spent legendary actions at the start of its turn.
Attack. The droid makes one weapon attack.
Detect. The droid makes a Wisdom (Perception) check.
Rocket Boost. The droid leaps up to 40 feet in any direction. This movement does not provoke opportunity attacks.
Stealth Protocols (Costs 2 Actions). The droid uses its Superior Cloaking.
Human Replica Droid (HRD)
Medium droid (class IV, appears human), unaligned
- Armor Class 19 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 8 (-1)
- Skills Acrobatics +9, Athletics +8, Perception +12, Stealth +13
- Damage Vulnerabilities ion
- Damage Immunities necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception +22
- Languages Basic, Falleen, Huttese, Rodese
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Assassinate. The HRD has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit.
Avoidance. If the HRD is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Calculated Strikes. The HRD's attacks are considered enhanced for the purposes of overcoming resistance.
Circuitry. The HRD has disadvantage on saving throws against effects that would deal ion or lightning damage.
Cunning Action. On each of its turns, the HRD can use a bonus action to take the Dash, Disengage, or Hide action.
Human Replica. The HRD will pass as human from all but the most sophisticated of scanners, and even these are more likely to identify the HRD as organic, but not human.
Sneak Attack. Once per turn, the HRD can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the HRD that isn’t incapacitated.
Tech-Empowered Strikes. The HRD deals an additional 9 (2d8) kinetic damage when it attacks with its unarmed strike (included).
Actions
Multiattack. The HRD makes three weapon attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) kinetic damage. If the target is a creature, the HRD can choose one of the following additional effects:
The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (HRD's choice).
The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
The target must succeed on a DC 13 Constitution saving throw or be stunned until the HRD's next turn.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 50/200 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Hyena-Class Bomber
Huge droid, unaligned
- Armor Class 14 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 30 ft., fly 120 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 6 (-2)
- Saving Throws Dex +6, Con +7
- Skills Perception +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Binary, understands Basic but can't speak it
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Circuitry. The bomber has disadvantage on saving throws against effects that would deal ion or lightning damage.
Siege Monster. The bomber deals double damage to objects and structures.
Actions
Multiattack. The bomber makes two light laser cannon attacks or two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Light Laser Cannon. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 22 (3d12 + 3) energy damage.
Concussion Missile (4/Day). Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 16 (3d10) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 16 (3d10) energy damage on a failed save, or half as much on a successful one.
Proton Torpedo (4/Day). Ranged Weapon Attack: +3 to hit, range 300/600 ft., one target. Hit: 11 (2d10) kinetic damage. Hit or miss, the target and each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 11 (2d10) energy damage on a failed save, or half as much on a successful one.
Reactions
Deflector Shield. The bomber adds 3 to its AC against one attack that would hit it. To do so, the bomber must see the attacker.
ID-9 Seeker Droid
Tiny droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 8 (-1) 4 (-3) 10 (+0) 10 (+0)
- Skills Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 14
- Languages Binary, understands Basic but can't speak it
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The seeker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Mimicry. The seeker droid can mimic simple sounds it has heard, such as an astromech beeping, a protocol droid speaking, or a construct whirring. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. It can only mimic sounds created by droids and constructs.
Interfaced Tracking Protocol. While a creature is interfaced with the seeker droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this seeker droid is also tracking that target, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.
Actions
Shockprod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 lightning damage.
IG-Series, Model 86
Medium droid (class IV), unaligned
- Armor Class 16 (natural armor)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +5, Survival +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, Binary
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated.
Actions
Stock Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3) energy damage.
Legendary IG-Series, Model 88 Bounty Hunter
Medium droid (class IV), unaligned
- Armor Class 17 (natural armor)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 6 (-2)
- Saving Throws Dex +8, Int +10, Wis +7
- Skills Insight +7, Perception +12, Stealth +10, Survival +12
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic; energy and kinetic from unenhanced weapons
- Condition Immunities diseased, poisoned
- Senses blindsight 60 ft., darkvision 60 ft., passive Perception 22
- Languages Basic, Binary
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Synergy. Once per turn, the droid can deal an extra 21 (6d6) 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.
Legendary Resistance (3/Day). If the droid fails a saving throw, it can choose to succeed instead.
Sharpshooter Mastery. As a bonus action, the droid can mark a target that is greater than 30 feet from it that it can see. If the marked target moves at least 5 feet before the start of the droid's next turn, it provokes an opportunity attack from the droid. Attacking at long range doesn't impose disadvantage on the droid's ranged weapon attacks.
Snapshot Mastery. The droid doesn't have disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature. Creatures provoke opportunity attacks if they move to within 30 feet of the droid, and it can use ranged weapons to make opportunity attacks. Additionally, the droid's ranged weapon attacks reduce partial cover by one step.
Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Multiattack. The droid makes three weapon attacks and uses its concussion grenade launcher, if available.
Butcher Vibroblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) kinetic damage, or 10 (1d10 + 5) kinetic damage if wielded in two hands.
DAS-430 Neural Inhibitor. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 7 (1d4 + 5) kinetic damage plus 5 (2d4) poison damage. Additionally, on a hit, the creature must make a DC 18 Constitution saving throw or become paralyzed for one minute.
Pulse Cannon. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 15 (3d6 + 5) fire damage.
Sonic Rifle. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 14 (2d8 + 5) sonic damage. Additionally, when a creature is forced to make Constitution saving throws to maintain concentration due to taking damage from the sonic rifle, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Vapor Projector (Cryo). Each creature in either a 15-foot line or 15-foot cone makes a DC 18 Dexterity saving throw. On a failure, a creature takes 7 (1d4 + 5) cold damage and gains 1 slowed level until the end of the droid's next turn. On a success, the creature takes half damage and isn't slowed. If this damage reduces a creature to 0 hit points, it becomes frozen in carbonite for 1 hour.
Vapor Projector (Incendiary). Each creature in either a 15-foot line or 15-foot cone makes a DC 18 Dexterity saving throw. On a failure, a creature takes 9 (1d8 + 5) fire damage, or half as much on a success. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Concussion Grenade Launcher (Recharge 5-6). The droid launches a barrage of grenades at a point within 90 feet. Every creature within 10 feet must make a DC 18 Dexterity saving throw, taking 11 (2d10) kinetic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, a creature is stunned until the end of its next turn.
Reactions
Uncanny Dodge. The droid halves the damage that it takes from an attack that hits it. The droid must be able to see the attacker.
Legendary Actions
The droid 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 droid regains spent legendary actions at the start of its turn.
Attack. The droid makes one attack.
Detect. The droid makes a Wisdom (Perception) check.
Move. The droid can move up to its speed without provoking opportunity attacks.
Lock and Load (Costs 2 Actions). The droid recharges and makes one attack with its concussion grenade launcher.
Droid Revolution (Costs 3 Actions). The droid casts the reprogram droid tech power at 5th-level on target droid creature without the need of a wristpad. The saving throw for this power is made at disadvantage.
IG-100 Magnaguard
Medium droid (class IV), unaligned
- Armor Class 18 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 8 (-1)
- Saving Throws Dex +7
- Skills Intimidation +5, Perception +5, Stealth +7
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Binary, understands Basic but can't speak it
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Kolkpravis Training. The droid deals one extra die of damage with its melee weapons (included).
Relentless Fortitude. If the droid would be reduced to 0 hit points, it rolls a d6. On a roll of a 5 or 6, the droid is reduced to 1 hit point instead. This feature is negated if the damage is from ion or lightning.
Threatening. The droid has expertise in Charisma (Intimidation) checks. When the droid uses the attack action, it can replace one attack with an attempt to demoralize one humanoid it can see within 30 feet of it that can see and hear it. The droid makes a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If the check succeeds, the target is frightened until the end of the droid's next turn. If the check fails, the target can’t be frightened by the droid in this way for 1 hour.
Actions
Multiattack. The droid makes either two bulldog attacks and two electrostaff attacks, or it makes four electrostaff attacks.
Electrostaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. The creature must make a DC 15 Dexterity saving throw or take an additional 5 (2d4) lightning damage and be shocked until the end of its next turn.
Bulldog Rocket Launching Rifle. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 8 (1d8 + 4) kinetic damage, and each creature within 5 feet must make a DC 15 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a successful save.
Reactions
Parry. The droid adds 4 to its AC against one melee attack that would hit it. The droid must see the attacker and be wielding a melee weapon.
Forms training
General Grievous personally trained his IG-100 bodyguards in the seven classic styles of lightsaber combat so that they could effectively engage and then kill Jedi. For a harder and more cinematic fight, add the following lightsaber forms to the IG-100.
As a bonus action on each of its turns the droid can adopt one of these forms, granting it a benefit determined by the form.
Form I: Shii-Sho
As a part of the bonus action to adopt this form, if the droid took the Attack action, it can engage in Double-Weapon Fighting.
Additionally, the first time it hits a creature within 5 feet of it with a weapon attack before the start of its next turn, it can force the target to make a DC 15 Strength saving throw. On a failed save, the target is pushed back 5 feet, and the droid can immediately move into the space it just vacated without provoking opportunity attacks.
Form II: Makashi
Until the start of the droid's next turn, when a creature makes a melee weapon attack against it and misses, it can use its reaction to make one melee weapon attack against that creature.
Form III: Soresu
The first time the droid's takes kinetic or energy damage from a weapon before the start of its next turn, that damage is reduced by half.
Form IV: Ataru
As a part of the bonus action to adopt this form, the droid can leap up to 15 feet to an unoccupied space it can see.
Form V: Shien
Until the start of the droid's next turn, it can add +3 to the next ability check or attack roll it makes using Strength.
Form VI: Niman
As a part of the bonus action to adopt this form, if the droid took the Attack action, it can engage in Double-Weapon Fighting.
Additionally, if it hits with a weapon attack before the start of its next turn, it gains a +2 bonus to the damage roll of the next ranged weapon attack it makes against that target before the end of its next turn.
Form VII: Juyo
Until the start of the droid's next turn, its weapon attacks score a critical hit on a roll of 19 or 20.
IG-227 Hailfire-Class Droid
Huge droid, unaligned
- Armor Class 16 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 10 (+0) 10 (+0) 2 (-4)
- Saving Throws Dex +8, Wis +4, Cha +0
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages Basic, Binary
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The droid makes two medium laser cannon attacks.
Medium Laser Cannon. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 20 (3d10 + 4) energy damage.
Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 17 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the droid's path . On a failed save, the creature falls prone and takes 28 (8d6) kinetic damage. If the droid remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 17 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.
Missile Launchers (10/Day). The droid launches three missiles at points within 240 feet of it that it can see. Each creature within a 10-foot radius sphere of each point must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire and 21 (6d6) kinetic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one sphere is affected only once. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 21 (6d6) fire and 21 (6d6) kinetic damage if they fail the save by 10 or more.
IT-0 Interrogation Unit
Tiny droid (class II), unaligned
- Armor Class 11 (natural armor)
- Hit Points 6 (4d4 - 4)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 12 (+1)
- Skills Insight +4, Intimidation +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Binary, understands Basic but can't speak it
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Flyby. The droid doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Torturer. The droid has expertise in Insight and Intimidation checks.
Actions
Dart Launcher. Ranged Weapon Attack: +2 to hit, range 15/60 ft., one target. Hit: 1 kinetic damage plus 7 (2d6) poison damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
JK-13 Security Droid
Large droid (class IV), unaligned
- Armor Class 18 (natural armor)
- Hit Points 127 (17d10 + 34)
- Speed 30 ft
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 14 (+2) 10 (+0) 12 (+1) 6 (-2)
- Skills Intimidation +2, Perception +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic; energy from unenhanced weapons
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Binary
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Droid Encasement. The droid is powered by a core processor and an encased dashta eel. Without its armor, the dashta eel has the following statistics: AC 12, HP 19 (3d8 + 6), Strength 8 (-1), and its speed becomes 15 feet. In addition, it has no attack actions. The dashta eel within the machine is a pulpy, shapeless mass. When the droid is reduced to 0 hit points, the droid armor breaks and the dashta eel exits it, appearing in an unoccupied space within 5 feet. Once out of its armor, the creature no longer receives the benefits of the listed Damage Resistances.
Jedi Slayer. The droid has advantage on saving throws against force powers used by creatures within 5 feet of it. When a creature within 5 feet of it casts a force power, the droid can make a melee attack against that character as a reaction. When the droid damages a creature, the creature has disadvantage on its concentration saving throw to maintain its force powers.
Actions
Multiattack. The droid makes three weapon attacks.
Slicing Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) kinetic damage.
Stunning Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) kinetic damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Precognition (Recharge 6). The droid catches a glimpse of an attack just before it lands, giving it time to react. When a creature the droid can see hits it with a melee attack, the creature has disadvantage on the attack roll. Alternatively, when the droid misses with a melee weapon attack, it can reroll the attack roll with advantage.
Junk Behemoth
Huge droid (class IV), unaligned
- Armor Class 12 (natural armor)
- Hit Points 57 (6d12 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 8 (-1) 4 (-3)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 9
- Languages Basic, Binary
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The droid makes two blaster cannon attacks or two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Blaster Cannon. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d10 + 1) energy damage.
Junk Droid
Medium droid (class IV), unaligned
- Armor Class 13 (natural armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 4 (-3)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 9
- Languages Basic, Binary
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Actions
Multiattack. The droid makes two blaster carbine attacks or two vibroblade attacks.
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 5 (1d6 + 2) energy damage.
KX-Series Security Droid
Medium droid (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 42 (5d8 + 20)
- Speed 25 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Str +7
- Skills Athletics +7, Intimidation +2, Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Binary
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The security droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Relentless (1/Day). If the security droid takes 9 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The security droid makes two strike attacks.
Choke Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the security droid. Hit: 12 (2d6 + 5) kinetic damage. Hit or miss, the creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) kinetic damage and be knocked prone. The creature is no longer grappled.
Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) kinetic damage, and the target must succeed on a DC 15 Strength saving throw or become grappled (escape DC 15).
Legendary LOM-Series Protocol Droid
Medium droid (class III), unaligned
- Armor Class 18 (natural armor)
- Hit Points 127 (17d8 + 51)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 10 (+0)
- Saving Throws Con +8, Int +10, Wis +7
- Skills Lore +12, Perception +12, Sleight of Hand +13, Stealth +8, Survival +7, Technology +10
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 22
- Languages All registered languages
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Artificial Intelligence. When the droid rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fortified Mind. The droid has advantage on saving throws against being charmed and frightened, and it can’t be put to sleep.
Legendary Resistance (3/Day). If the droid fails a saving throw, it can choose to succeed instead.
Pack Tactics. The droid has advantage on an attack roll against a creature if at least one of the droid's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rapid Reconstruction. As a bonus action, the droid heals 12 (2d8 + 3) hit points.
Sharpshooter Style. The droid can mark a target 30 feet or greater from it as a bonus action. Attacks it makes against the target ignore one-quarter and half cover while the target is 30 feet or greater away from it. Additionally, if the target moves at least 5 feet before the start of the droid's next turn, it provokes an opportunity attack from the droid, and it can use a blaster weapon for the attack.
Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Multiattack. The droid makes two attacks: one with its heavy pistol, and one with its concussion rifle, stun gas blower, or Electronic Wail, if available.
Concussion Rifle. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 12 (2d6 + 5) sonic damage. Additionally, hit or miss, the blast creates a concussive wave. The creature and each creature within 10 feet must make a DC 18 Dexterity saving throw, taking 5 (1d10) kinetic damage on a failed save or half as much on a successful one. Creatures who fail the saving throw are also knocked prone.
Heavy Pistol. Ranged Weapon Attack: +10 to hit, range 45/180 ft., one target. Hit: 10 (1d8 + 5) energy damage.
Stun Gas Blower. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one creature. Hit: 15 (3d6 + 5) poison damage. The creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability has no effect on droids or constructs.
Electronic Wail (Recharge 5-6). The droid emits a high-pitched wail from its vocabulator in a 30-foot cone. Each creature in the area must make a DC 18 Wisdom saving throw, taking 35 (10d6) sonic damage on a failed save or half as much on a successful one. Additionally, on a failed save, the creature is deafened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability has no effect on constructs.
Reactions
Personal Shield. The droid adds 5 to its AC against one attack that would hit it. To do so, the droid must be able to see the attacker.
Legendary Actions
The droid 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 droid regains spent legendary actions at the start of its turn.
Attack. The droid makes one weapon attack.
Move. The droid can move up to its speed without provoking opportunity attacks.
Recharge. The droid recharges its Electronic Wail ability.
Screech (Costs 2 Actions). The droid uses its Electronic Wail, if available.
Marksman-H Remote
Tiny droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
- Skills Acrobatics +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses blindsight 60 ft., passive Perception 11
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Interfaced Distraction Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, it does not provoke opportunity attacks from a hostile creature when it leaves that creature's reach, as long as the droid is within 5 feet of that hostile creature.
Safety Restraints. The droid deals only non-lethal damage.
Actions
Stunner. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 1 energy damage.
Melee Grapple Droideka
Medium droid (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 15 ft. (attack form) or 60 ft. (ball form)
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 6 (-2)
- Skills Perception +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, diseased, poisoned
- Senses blindsight 60 ft., passive Perception 16
- Languages Binary, understands Basic but can't speak it
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Circuitry. The droideka has disadvantage on saving throws against effects that would deal ion or lightning damage.
Deflector Shield. As a bonus action while in attack form, the droideka can activate its deflector shield. The droideka gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever the droideka takes damage other than ion or lightning, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, the droideka takes any remaining damage. The droideka can deactivate the shield (no action required). When deactivated the shield regenerates 10 hit points at the end of the droideka's turn. The shield shuts down and cannot be activated when in ball form.
Actions
Multiattack. The droideka makes two claw attacks. If it is grappling a creature, it can make a rend attack as a bonus action.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage and the target is grappled (escape DC 15).
Rend. The droideka tears apart a grappled opponent. A creature grappled by the droideka must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6 + 4) kinetic damage and is stunned until the end of the droideka's next turn. On a success, the creature takes normal weapon damage.
Ball Form. The droideka can transform into or out of ball form. While in ball form, the droideka has increased speed, but it can't attack.
Medical Droid
Medium droid (class I), unaligned
- Armor Class 14 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
- Skills Investigation +7, Medicine +7, Perception +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison and psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 15
- Languages Basic, Binary
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Field Surgeon. Whenever the droid restores hit points or grants temporary hit points to a creature, it can roll an additional d8 and add it to the roll.
Smelling Salts. As a bonus action, the droid can reinvigorate a creature. When it does so, a creature within 30 feet regains 4 (1d8) hit points.
Targeting Systems. The droid uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Vibrodagger. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Light Pistol. Ranged Weapon Attack: +7 to hit, 40/60 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Administer Aid (2/Day). A target creature within 30 feet regains 9 (1d8 + 5) hit points.
Adrenaline Hit (2/Day). The droid can inject a creature with adrenaline. When it does so, a creature within 30 feet regains 4 (1d8) hit points. Additionally, until the start of the droid's next turn, when that creature would take damage, the amount is reduced by 5.
Emergency Prescription (2/Day). The droid can inject a creature with painkillers. When it does so, a creature within 30 feet regains 9 (1d8 + 5) hit points, and when that creature makes their first ability check, attack roll, or saving throw before the start of the droid's next turn they can add 4 (1d8) to their roll.
Fine Medpac (3/Day). The droid restores 14 (4d4 + 4) hit points to a creature within 5 feet.
Improved Medpac (2/Day). The droid restores 28 (8d4 + 8) hit points to a creature within 5 feet.
Superior Medpac (1/Day). The droid restores 45 (10d4 + 20) hit points to a creature within 5 feet.
Reactions
Heads Up (2/Day). When a friendly creature who the droid can see or hear makes a saving throw, it can add 4 (1d8) to the result of the saving throw. The droid can use this ability before or after making the saving throw, but before any effects of the saving throw are determined.
NR-N99 Persuader-Class Enforcer
Huge droid (class V), unaligned
- Armor Class 15 (natural armor)
- Hit Points 138 (12d12 + 60)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 10 (+0) 10 (+0) 1 (-5)
- Saving Throws Str +10, Con +10
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages Binary
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Damage Threshold. The outer layer of the droid is covered in heavy armor, making it difficult for smaller arms to damage it. The droid takes no damage from an attack or effect that deals less than 10 damage.
Actions
Multiattack. The droid uses its Crushing Stride, and then makes one heavy repeating blaster attack and one ion cannon attack.
Heavy Repeating Blasters. Ranged Weapon Attack: +7 to hit, range 120/240 ft., one target. Hit: 24 (4d10 + 2) energy damage.
Ion Cannons. Ranged Weapon Attack: +7 to hit, range 150/300 ft., one target. Hit: 24 (4d10 + 2) ion damage.
Crushing Stride. The droid moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the droid enters must make a DC 18 Dexterity saving throw. On a failed save, the creature falls prone and takes 36 (8d8) kinetic damage. On a successful save, the creature takes half damage and is pushed 5 feet to the nearest space out of the droid's path. If the droid ends its movement in a prone creature's space, the creature is also restrained until it's no longer in the same space as the droid. While restrained in this way, the creature, or another creature within 5 feet of it, can use an action to make a DC 18 Strength (Athletics) check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the droid and is no longer restrained.
Ram. The droid moves up to its speed in a straight line towards a structure or construct. A structure or construct whose space the droid ends its turn adjacent must make a DC 18 Strength saving throw. On a failed save, the structure or construct takes 70 (10d12+5) kinetic damage, or half as much on a success. The droid takes damage equal to half the damage dealt.
Pistoeka Sabotage Droid
Tiny droid (tracker), unaligned
- Armor Class 12 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 10 (+0) 2 (-4)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses passive Perception 10
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Interfaced Damage Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it rolls a 1 or 2 on a damage die for a tech power while the droid is within 5 feet of it, the creature can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Pack Tactics. The droid has advantage on attack rolls against a creature if at least one of the droid’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spider Climb. The droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Starship Saboteur. When the droid hits a construct with a weapon attack it deals an additional 10 damage. Additionally, when it hits a construct with its miniature plasma cutter, it's weapon damage die increases to a d4.
Actions
Miniature Plasma Cutter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 ion damage.
Probe Killer Swarm
Large swarm of tiny droids (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 20 ft. climb 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 14 (+2) 2 (-4) 12 (+1) 4 (-3)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities charmed, diseased, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- Senses darkvision 30 ft, passive Perception 11
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Circuitry. The swarm has disadvantage on saving throws against effects that would deal ion or lightning damage.
Sneak Attack. Twice per turn, the swarm can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the swarm that 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 Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Actions
Multiattack. The swarm makes four leg slash attacks, or two leg slash attacks if it has half its hit points or fewer.
Leg Slash. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 6 (1d4 + 4) kinetic damage.
R2 Series Astromech Droid
Small droid (class II), unaligned
- Armor Class 12 (natural armor)
- Hit Points 13 (3d6 + 3)
- Speed 25 ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 6 (-2)
- Skills Perception +3, Piloting +5, Technology +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, understands Basic but can't speak it
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that deal ion or lightning damage.
Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Techcasting. The droid is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:
At-will: light, mending, minor hologram, on/off
1st-level: decryption program, oil slick, repair droid, smoke cloud, target lock
2nd-level: lock, releaseActions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.
Rocket Boost (1/Day). The droid leaps up to 40 feet in any direction.
SD-K4 Assassin Droid
Large droid (class IV), unaligned
- Armor Class 15 (natural armor)
- Hit Points 90 (12d10 + 24)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 6 (-2)
- Skills Investigation +4, Perception +4, Stealth +7
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 Ft., passive Perception 14
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Assassinate. During its first turn, the droid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the droid scores against a surprised creature is a critical hit.
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Sneak Attack. Once per turn, the droid can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the droid that isn’t incapacitated
Swarm Transport. The droid can transport a maximum of 1 Probe Killer Swarm, which it can deploy using its Deploy Probe Killers action.
Actions
Multiattack. The droid makes three leg slash attacks.
Leg Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Deploy Probe Killers. This droid swarm appears in any space within 5 ft. of the assassin droid.
Reactions
Second Chance. When the droid reaches zero hit points, it can immediately use its Deploy Probe Killers action.
Sith Probe Droid
Tiny droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +3, Survival +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages any one language
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Flyby. The droid doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Interfaced Spying Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Perception) check to survey an area, and this droid is also surveying that area, the interfaced creature gains advantage on the check. If it would already have advantage, it can instead reroll one of the dice once.
Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.
Super Tactical Droid
Medium droid (class IV), unaligned
- Armor Class 17 (assault armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 20 (+5) 16 (+3) 14 (+2)
- Skills Athletics +8, Lore +10, Perception +13, Stealth +8
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic; kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, deafened, disease, exhaustion, frightened, poisoned
- Senses darkvision 60 ft., passive Perception 23
- Languages Basic, Binary
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Circuitry. The tactical droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Legendary Resistance (3/Day). If the tactical droid fails a saving throw, it can choose to succeed instead.
Master of the Droid. While within 30 feet of the tactical droid, any droid ally of the tactical droid makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
Tactical Technology. When the tactical droid casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Techcasting. The tactical droid is a 13th-level techcaster. Its techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers). It has 57 tech points and it knows the following tech powers:
At-will: assess the situation, electroshock, encrypted message, poison spray, spectrum ray, tracker droid interface, warding shot
1st-level: expeditious retreat, homing rockets, preparedness, repair droid, spectrum bolt, voltaic shield
2nd-level: capacity boost, energetic burst, enhance droid, mirror image
3rd-level: autonomous servant, destroy tech, explosion, tactical advantage
4th-level: radiation, sensor probe, synchronicity, wire bind
5th-level: mass repair droid, toxic cloud
6th-level: security protocols
7th-level: tactical superiorityActions
Multiattack. The tactical droid makes three bash attacks or biopistol attacks.
Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d8 + 3) kinetic damage. This attack scores a critical hit on a roll of 19 or 20.
Biopistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d8 + 3) kinetic damage plus 14 (4d6) poison damage.
Legendary Actions
The tactical droid 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 tactical droid regains spent legendary actions at the start of its turn.
At-will. The tactical droid casts an at-will tech power.
Bash. The tactical droid makes a bash attack.
Move. The tactical droid moves up to its speed without provoking opportunity attacks.
Construct Droid (Costs 3 Actions). Up to five junk droids appear in unoccupied spaces within 30 feet of the tactical droid and remain until destroyed. Droids summoned in this way roll initiative and act in the next available turn. The tactical droid can have up to five droids summoned by this ability at a time.
T-Series Tactical Droid
Medium droid (class IV), unaligned
- Armor Class 13 (natural armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+2) 12 (+1) 18 (+4) 16 (+3) 10 (+0)
- Saving Throws Int +6, Wis +5
- Skills Deception +2, Insight +5, Investigation +6, Lore +6, Technology +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, Binary
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Innate Techcasting. The droid’s techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It can innately cast the following tech powers:
At will: alarm, assess the situation, encrypted message, on/off
3/day each: element of surprise, repair droid, stack the deckPredictive A.I. As an action, the droid can enter a state of higher programming. While concentrating, the droid can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target. This lasts for 1 hour.
Actions
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage.
T3-Series Utility Droid
Small droid (class II), unaligned
- Armor Class 10 (natural armor)
- Hit Points 7 (2d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
- Skills Piloting +4, Technology +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Binary
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Techcasting. The droid is a 2nd-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech attacks). It has 10 tech points and knows the following tech powers:
At-will: electroshock, encrypted message, mending, on/off
1st-level: decryption program, energy shield, holographic disguise, repair droid, tracer boltActions
Hold-Out. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 2 (1d4) energy damage.
Viper Probe Droid
Medium droid (class II), unaligned
- Armor Class 14 (natural armor)
- Hit Points 39 (6d8 + 12)
- Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 6 (-2)
- Skills Investigation +5, Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Keen Hearing and Sight. The droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Self-Destruct. When the droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.
Actions
Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 9 (2d6 + 2) energy damage.
Burst. The droid sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 12 Dexterity saving throw, taking 9 (2d6 + 2) energy damage on a failed save, or half as much on a successful one.
Vulture-Class Droid
Huge droid, unaligned
- Armor Class 13 (natural armor)
- Hit Points 102 (12d12 + 24)
- Speed 30 ft., climb 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 6 (-2)
- Skills Perception +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Binary
- Challenge 3 (700 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fragile Flyer. The droid can't use its fly speed if it has half its hit points or fewer.
Spider Climb. The droid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The droid makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) kinetic damage.
Proton Torpedo (2/Day). Ranged Weapon Attack: +3 to hit, range 300/600 ft., one target. Hit: 10 (2d8 + 1) kinetic damage. Hit or miss, the target and each creature within 15 feet of it must make a DC 11 Dexterity saving throw, taking 9 (2d8) energy damage on a failed save, or half as much on a successful one.
XK-V8 Excavation Droid
Medium droid (class V), unaligned
- Armor Class 15 (natural armor)
- Hit Points 39 (7d8 + 7)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 6 (-2)
- Skills Athletics +4
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60ft., passive Perception 10
- Languages Basic, Binary
- Challenge 1 (200 XP) Proficiency Bonus: +2
Traits
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Leaping Strike (1/Rest). The droid can choose to deal double damage on a successful attack against one target provided it has climbed or jumped on its current turn.
Powerful Build. The droid counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Actions
Excavation Tools. Melee Weapon Attack: +4, range 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Z-58 Series Security Droid
Tiny droid (tracker), unaligned
- Armor Class 11 (natural armor)
- Hit Points 2 (1d4)
- Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 10 (+0) 8 (-1) 12 (+1) 6 (-2)
- Skills Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Interfaced Assistance Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, whenever it has advantage on an ability check or attack roll as a result of the droid's Help action, it can reroll one of the dice once.
Security Protocols. The droid is proficient with Security Kits and Slicer Kits.
Actions
Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.
Sentry (1/Day). The droid can enter a sentry state, granting the benefits of the alarm tech power to a target creature within 10 feet of the droid. The droid must remain within 60 feet of the warded location or the ability ends.
Constructs/Vehicles
1.4 FD P-Tower Turret
Large construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 52 (8d10 + 8)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 4 (-3) 12 (+1) 18 (+4) 10 (+0) 4 (-3)
- Skills Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the construct makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Targeting Systems. The construct uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Laser Cannon. The construct chooses a target within 600 feet and lets loose a blast of energy at the target. The target must succeed on a DC 15 Dexterity saving throw, or take 28 (7d6 + 4) energy damage. Large and larger constructs and structures have disadvantage on the saving throw, and suffer an additional 24 (7d6) energy damage if they fail the save by 10 or more.
74-Z Speeder Bike
Large construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 52 (8d10 + 8)
- Speed 0 ft., fly 50 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Commjammers. The construct suppresses all electronic communications devices within 300 feet of it.
Hovering. Creatures of Medium size or smaller can stand in the construct's space.
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.
Actions
Multiattack. The construct makes two blaster cannon attacks.
Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target. Hit: 10 (2d6 + 3) energy damage.
Blaster Cannon Burst. The construct sprays a 10-foot cube area within 120 feet with shots. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, the creature takes 10 (2d6 + 3) energy damage. On a success, the creature takes half damage.
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
AAT
Huge construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 18 (+4) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Str +10, Con +9
- Damage Vulnerabilities ion
- Damage Resistances necrotic
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, diseased, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Freedom of Movement. The construct ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.
Operated. The construct requires operation by both a pilot and gunner. An active operator acts on its own initiative.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action, the Plasma Cannon, or the Medium Repeating Blasters.
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.
Vulnerable Interior. The construct’s interior is vulnerable to damage dealt by grenades, mines, and charges, unless it is immune to that damage. It automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Pilot. The pilot can use the Ram action and make one attack with the rocket launcher, if available.
Ram. Any creature within the construct's movement path must make a DC 18 Dexterity saving throw, taking 26 (4d12) kinetic damage on a failed save and is knocked prone, or half as much damage on a successful one.
Rocket Launcher (6/Day, 1/Turn). The construct fires a barrage of rockets at a point the pilot can see within 100/400 feet, which explode in a 10-foot radius. Creatures in the affected area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) kinetic damage on a failed save or half as much on a successful one.
Gunner. The gunner makes two medium repeating blaster attacks.
Medium Repeating Blasters. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 28 (4d10 + 6) energy damage.
Plasma Cannon (Recharge 5-6). The construct launches a plasma shell at a point the gunner can see within a range of 150/300 feet and at least 15 feet away from itself, which explodes in a 15-foot radius. Each creature in the affected area must make a DC 19 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one.
AT-AT
Gargantuan construct, unaligned
- Armor Class 20 (natural armor)
- Hit Points 330 (20d20 + 120)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 22 (+6) 14 (+2) 12 (+1) 8 (-1)
- Saving Throws Str +15, Con +13
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic; energy and kinetic from unenhanced weapons
- Condition Immunities diseased, exhaustion, poisoned
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
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. The construct takes no damage from an attack or effect that deals less than 25 damage.
Legendary Resistance (3/Day). If the construct fails a saving throw, it can choose to succeed instead.
Operated. The construct requires operation by both a pilot and gunner. An active operator acts on its own initiative.
Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Piloted. The construct requires an active pilot to take any actions controlled by the pilot, 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.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Siege Weaponry. The construct's attacks are considered enhanced. Additionally, the construct deals double damage to objects or structures.
Towering. Creatures of Large size or smaller can stand in the construct's space.
Troop Transport. The construct can can transport a maximum of 40 troopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the construct.
Vulnerable Interior. The construct's interior is vulnerable to damage done by grenades, mines and charges, unless it is immune to that damage. It automatically fails all Dexterity saving throws from such effects that occur in its interior.
Actions
Pilot. The pilot can use Frightful Presence and use the Stomp action.
Frightful Presence. Each creature of the pilot's choice within 240 feet of the construct and aware of it must succeed on a DC 23 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 a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the construct's Frightful Presence for 24 hours.
Stomp. All creatures within 10 feet of the construct must make a DC 23 Dexterity saving throw, taking 13 (2d12) kinetic damage on a failed save, or half as much damage on a successful one.
Gunner. The gunner makes two attacks: one with the heavy laser cannon barrage and one with the cheek mounted medium laser cannons.
Cheek Mounted Medium Laser Cannons. Ranged Weapon Attack: +9 to hit, range 240/960 ft., one target. Hit: 18 (3d10 + 2) energy damage.
Heavy Laser Cannon Barrage. The gunner chooses a point within 320 ft and lets loose a blast from each of the construct's heavy laser cannons that explodes in a 15-foot cube around that point. Each creature within the cube must succeed on a DC 17 Dexterity saving throw, taking 22 (5d8) energy damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The construct can take 3 legendary actions, choosing from the options below. Only one deployed creature can use a legendary action, and only one legendary action option can be used at a time and only at the end of another creature's turn. The construct regains spent legendary actions at the start of the pilot's turn.
Attack. The construct makes one cheek mounted medium laser cannon attack.
Deploy Troops (Costs 2 Actions). The construct mobilizes some of the soldiers traveling within it. It deploys 4 (1d4 + 2) Troopers and 1 74-Z speeder bike. These troops appear in any unoccupied spaces within 10 feet of the construct.
Stomp (Costs 2 Actions). The construct uses the Stomp action.
AT-PT
Large construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Str +7, Dex +6, Con +6
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, charmed, diseased, frightened, petrified, poisoned, prone, restrained, stunned
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
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 construct makes three attacks with its repeating blaster cannon.
Repeating Blaster Cannon. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Mortar Launcher (Recharge 5-6). The construct launches a mortar at a point it can see within 100 feet. Each creature in a 20-foot radius centered on that point must make a DC 15 Dexterity saving throw. A target takes 21 (6d6) damage on a failed save, or half as much on a successful one.
AT-DP
Huge construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 147 (14d12 + 56)
- Speed 40ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Str +10, Con +8
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, charmed, diseased, frightened, petrified, poisoned, prone, restrained, stunned
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Armor Slits. Slits on the sides of the construct's head allows for it to have troopers fire their personal blasters from inside the walker. The trooper can only fire in the 180 arc of the side the walker. The trooper must use its own action. The construct provides full cover for the trooper while still allowing them to shoot their blaster.
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Towering. Creatures of Medium size or smaller can stand in the construct's space.
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 construct makes two medium repeating blaster attacks, or it uses its stomp (if available).
Medium Repeating Blaster. Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Hit: 19 (3d10 + 3) energy damage.
Frightful Presence. Each creature of the construct's choice that is within 80 feet of the construct and aware of it must succeed on a DC 16 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 construct's Frightful Presence for the next 24 hours.
Stomp (Recharge 4-6). All creatures standing within the construct's space or within 5 feet of it must make a DC 18 Dexterity saving throw, taking 39 (6d12) kinetic damage on a failed save, or half as much damage on a successful one.
AT-RT
Large construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 58 (9d10 + 9)
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 3 (700 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Actions
Multiattack. The construct makes two repeating blaster cannon attacks or uses its mortar launcher.
Repeating Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 10 (2d6 + 3) energy damage.
Mortar Launcher. The construct launches a mortar at a point it can see within 120 feet. Each creature in a 20-foot radius centered on that point must make a DC 13 Dexterity saving throw. A target takes 14 (4d6) kinetic damage on a failed save, or half as much on a successful one.
REACTIONS
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
AT-ST
Huge construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 210 (20d12 + 100)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 14 (+2) 12 (+1) 8 (-1)
- Saving Throws Str +9, Con +9
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, exhaustion, poisoned
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
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. The construct takes no damage from an attack or effect that deals less than 10 damage.
Operated. The construct requires operation by both a pilot and gunner. An active operator acts on its own initiative.
Gunner. The construct requires an active gunner to take any actions controlled by the gunner, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Piloted. The construct requires an active pilot to take any actions controlled by the pilot, 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.
Prone Deficiency. If the construct is knocked over and falls prone, it can’t right itself and is incapacitated until upright again.
Towering. Creatures of Medium size or smaller can stand in the construct’s space.
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
Pilot. The pilot makes one chin mounted blaster attack and uses the Stomp action.
Chin Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 200/400 ft., one target. Hit: 16 (2d10 + 5) energy damage.
Stomp. All creatures within 5 feet of the construct must make a DC 17 Dexterity saving throw, taking 17 (2d12 + 4) kinetic damage on a failed save, or half as much damage on a successful one.
Gunner. The gunner makes two cheek mounted blaster attacks and uses the concussion grenade launcher, if available.
Cheek Mounted Blasters. Ranged Weapon Attack: +10 to hit, range 120/240 ft., one target. Hit: 14 (2d8 + 5) energy damage.
Concussion Grenade Launcher (Recharge 6). The construct launches a barrage of grenades at a point within 120 feet. Every creature within 15 feet must make a DC 18 Dexterity saving throw, taking 32 (5d12) kinetic damage on a failed save, or half as much damage on a successful one.
AT-TE
Gargantuan construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 248 (16d20 + 80)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Str +13, Con +11
- Damage Resistances necrotic, poison, psychic
- Damage Immunities ion
- Condition Immunities blinded, charmed, diseased, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Electromagnetic Shielding. The construct is immune to ion damage.
Heavy Durasteel Armor. The outer layer of the construct is covered in heavy armor, making it difficult for smaller arms to damage it. The construct takes no damage from an attack or effect that deals less than 15 damage.
Legendary Resistance (3/Day). If the construct fails a saving throw, it can choose to succeed instead.
Operated. The construct requires operation by both a pilot and gunner. An active operator acts on its own initiative.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
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.
Towering. Creatures of Medium size or smaller can stand in the construct’s space.
Troop Transport. The construct can transport a maximum of 20 troopers and five speeder bikes, which it can deploy using its Deploy Troops legendary action, or which can be fought by creatures inside of the construct.
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
Pilot. The pilot makes one mass driver cannon attack, if available.
Mass Driver Cannon (Recharge 5-6). The construct chooses a point within 240 ft and lets loose a blast from its mass driver cannon that explodes in a 15-foot cube around that point. Each creature within the cube must succeed on a DC 17 Dexterity saving throw, taking 33 (6d10) energy damage on a failed save, or half as much damage on a successful one.
Gunner. The gunner makes two medium repeating blaster attacks.
Medium Repeating Blasters. Ranged Weapon Attack: +9 to hit, range 120/240 ft., one target. Hit: 19 (3d10 + 3) energy damage.
LEGENDARY ACTIONS
The construct can take 3 legendary actions, choosing from the options below. Only one deployed creature can use a legendary action, and only one legendary action option can be used at a time and only at the end of another creature's turn. The construct regains spent legendary actions at the start of the pilot's turn.
Medium Repeating Blasters. The construct makes one medium repeating blaster attack.
Deploy Troops (Costs 2 Actions). The construct mobilizes some of the soldiers traveling within it. It deploys 4 (1d4 + 2) Troopers. These troops appear in any unoccupied spaces within 10 feet of the construct.
Mass Driver Cannon (Costs 3 Actions). The construct recharges its mass driver cannon.
Auto-Turret
Medium construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 19 (3d8 + 6)
- Speed 0 ft.
STR DEX CON INT WIS CHA 12 (+1) 2 (-4) 14 (+2) 14 (+2) 10 (+0) 4 (-3)
- Skills Perception +2
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the construct makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Targeting Systems. The construct uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Multiattack. The construct makes two repeating blaster attacks.
Repeating Blaster. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage.
AX-108 Sentry Gun
Medium construct, unaligned
- Armor Class 12 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 0 ft.
STR DEX CON INT WIS CHA 12 (+1) 2 (-4) 12 (+1) 14 (+2) 10 (+0)) 4 (-3)
- Skills Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the construct makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Targeting Systems. The construct uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Repeating Blaster Burst. The construct sprays a 10-foot-cube area within 100 feet with shots. Each creature in the area must make a Dexterity saving throw (DC 12). On a failure, the creature takes 9 (1d12 + 3) energy damage. On a success, the creature takes half damage.
DF.9 Anti-Infantry Turret
Large construct, unaligned
- Armor Class 10 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 2 (-4) 14 (+2) 16 (+3) 10 (+0) 4 (-3)
- Skills Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, grappled, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 13
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Circuitry. The turret has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the turret makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Gunner. The turret requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the turret is not immune to, the turret is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the turret.
Heavy Armor and Shielding. The outer layer of the turret is covered in heavy armor and shielding, making it difficult for smaller arms to damage it. The turret takes no damage from an attack or effect that deals less than 15 damage.
Targeting Systems. The turret uses its Intelligence modifier for attack, damage, and initiative rolls.
Vulnerable Interior. The turret'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 turret makes two laser cannon attacks.
Laser Cannon. Ranged Weapon Attack: +6 to hit, range 300/900 ft., one target at least 60 feet away from the turret. Hit: 17 (4d6 + 3) energy damage. Additionally, hit or miss, the target and each creature within 20 feet must make a Dexterity saving throw (DC 15), taking 14 (4d6) energy damage on a failed save, or half as much damage on a successful one.
E-WEB Heavy Repeating Blaster
Medium construct, unaligned
- Armor Class 10 (natural armor)
- Hit Points 36 (8d8)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 4 (-3)
- Skills Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Engineer Operated. The construct is fully operational only with an engineer. If the engineer takes the Regulate action, the gunner may take the Saturate action. Otherwise, the only action the gunner may take is the Burst Fire action.
Explosive Destruction. When the construct is reduced to zero hit points, it explodes. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the gunner is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
Targeting Systems. The construct uses its Intelligence modifier for attack, damage, and initiative rolls.
Actions
Engineer. The engineer may use its Regulate action.
Regulate. The engineer actively monitors and controls the energy regulation and cooling systems, allowing enhanced performance. The gunner may spend its action to take the Saturate action.
Gunner. The gunner makes two burst fire attacks. If an engineer takes the Regulate action, the gunner may take the Saturate action.
Burst Fire. The construct sprays a 10-foot-cube area within 200 feet with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 15 (2d12 + 2) energy damage on a failure, or half as much on a success.
Saturate. This action may only be taken on a round in which the Regulate action has been taken on this construct. The construct thoroughly saturates a 15-foot-cube within 200 feet with shots. Any creature who enters the saturated area or begins its turn in the area must make a DC 13 Dexterity saving throw. On a failure, the target takes 28 (4d12 + 2) energy damage and is restrained until the start of their next turn. On a success, the target takes half damage and must succeed on a DC 13 Wisdom saving throw or become frightened until the start of their next turn.
LR1K Sonic Cannon
Large construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 76 (9d10 + 36)
- Speed 0 ft.
STR DEX CON INT WIS CHA 16 (+3) 2 (-4) 18 (+4) 14 (+2) 10 (+0) 4 (-3)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The cannon has disadvantage on saving throws against effects that would deal ion or lightning damage.
Fixed. When the cannon makes a check or saving throw to avoid being moved, it does so with advantage and adds +10 to the roll.
Gunner. The cannon requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the cannon is not immune to, the cannon is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the cannon.
Actions
Sonic Blast (Recharge 4-6). The cannon lets loose a devastating blast of sonic energy in a direction it chooses. Each creature and construct in a 60-foot cone must make a DC 14 Constitution saving throw. A creature takes 25 (6d6 + 4) sonic damage and is knocked prone on a failed save, and half as much on a success.
Landspeeder, X-34
Large construct, unaligned
- Armor Class 13 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 6 (-1)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Quick Escape. The pilot can take the Disengage action as a bonus action on each of its turns to disengage from an enemy not on the construct.
Actions
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.
Landspeeder, Cargo Skiff
Huge construct, unaligned
- Armor Class 12 (natural armor)
- Hit Points 51 (6d12 + 12)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 14 (+2) 10 (+0) 10 (+0) 6 (-1)
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Powerful Build. The construct's carrying capacity and the weight it can push, drag, or lift is tripled.
Actions
Pilot. The pilot can use the Doubledash action and make one attack with the magnetic lifter.
Magnetic Lifter. Ranged Weapon Attack: +5 to hit, range 5/20 ft., one target. Hit: Target is grappled (escape DC 13). Until this grapple ends, the target is restrained and moves 5 feet towards the construct at the start of its turn, and the construct can't grapple another target. Objects targeted in this way automatically fail their saving throw.
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
Landspeeder, Combat Skiff
Huge construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 57 (6d12 + 18)
- Speed 0 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 6 (-1)
- Saving Throws Dex +6, Con +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 2 (450 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
Light Plating. If a single attack does less than 5 points of damage, the construct takes no damage. If the attack does 5 or more damage, the construct takes damage as normal.
Operated. The construct requires operation by both a pilot and gunner. An active operator acts on its own initiative.
Gunner. The construct requires an active gunner to take any actions, and if the gunner is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The gunner may take their own action or one of the actions granted by the construct.
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.
Move. The skiff can use its helm to move. Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the skiff can't turn.
Actions
Pilot. The pilot can use the Doubledash action.
Doubledash. The construct can travel at up to two times its speed in addition to its normal movement.
Gunner. The gunner makes two medium repeating blaster attacks.
Medium Repeating Blaster: Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 20 (3d10 + 4) energy damage.
Joben T-85 speeder bike
Large construct, unaligned
- Armor Class 14 (natural armor)
- Hit Points 39 (6d10 + 6)
- Speed 0 ft., fly 70 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Quick Escape: The pilot can take the Disengage action as a bonus action on each of its turns to disengage from an enemy not on the construct.
Actions
Doubledash. The construct moves up to two times its speed in addition to its normal movement.
Reactions
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to take that damage instead.
Swoop
Large construct, unaligned
- Armor Class 10 (natural armor)
- Hit Points 27 (6d10 - 6)
- Speed 0 ft., fly 90 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 8 (-1) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Dex +5
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities diseased, poisoned
- Challenge 0 (10 XP) Proficiency Bonus: +2
Circuitry. The construct has disadvantage on saving throws against effects that would deal ion or lightning damage.
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.
Quick Escape. The pilot can take the Disengage action as a bonus action on each of its turns to disengage from an enemy not on the construct.
Unstable. The construct requires a DC 15 Intelligence (Piloting) check for the pilot to take an action, bonus action, or reaction while piloting the vehicle. On a failure, the pilot does not succeed in performing the desired action or reaction. If the roll fails by 10 or more, the pilot immediately loses control of the construct and crashes.
Actions
Doubledash. The construct moves up to two times its speed in addition to its normal movement.
Reactions
Evade. If the construct or the construct's pilot is hit by an attack that the pilot is aware of, the pilot can use its reaction to add 2 to the AC of the construct or the pilot, potentially causing the attack to miss.
Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to take that damage instead.
TX-225 Occupier Tank
Huge construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) 10 (+0) 10 (+0) 6 (-2)
- Saving Throws Str +9, Con +8
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison, psychic
- Condition Immunities blinded, charmed, diseased, frightened, incapacitated, petrified, poisoned, prone, restrained, stunned
- Senses passive Perception 10
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
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. The construct takes no damage from an attack or effect that deals less than 15 damage.
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.
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 construct makes two laser cannon attacks.
Laser Cannon. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 15 (2d10 + 4) energy damage.
Frightful Presence. Each creature of the construct's choice within 90 feet of the tank and aware of it must succeed on a DC 16 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 a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the construct's Frightful Presence for 24 hours.
Laser Cannon Volley (Recharge 5-6). The construct launches a barrage of cannon fire at a point within 120 feet. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw, taking 17 (5d6) energy damage on a failed save, or half as much damage on a successful one.
Beasts
Acklay, Adolescent
Huge beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 95 (10d12 + 30)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Str +6, Con +5
- Skills Athletics +6, Perception +2
- Senses darkvision 120 ft., passive Perception 12
- Challenge 3 (700 XP) Proficiency Bonus: +2
Amphibious. The acklay can breathe air and water.
Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) kinetic damage.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice.
Acklay, Adult
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 126 (12d12 + 48)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Str +8, Con +7
- Skills Athletics +8, Perception +3
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 13
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Amphibious. The acklay can breathe air and water.
Trampling Charge. If the acklay 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 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.
Actions
Multiattack. The acklay makes two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) kinetic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both claw attacks hit the same target, the second hit does an extra 10 (1d10 + 5) kinetic damage.
Acklay Gladiator
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 161 (14d12 + 70)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Str +10, Con +9
- Skills Athletics +10, Perception +4
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 14
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Amphibious. The acklay can breathe air and water.
Hulking. Attacks against the acklay gladiator that push, trip, or grapple are made with disadvantage.
Trampling Charge. If the acklay 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 18 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one bite attack against it as a bonus action.
Actions
Multiattack. The acklay makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) kinetic damage. If the acklay scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both claw attacks hit the same target, the second hit does an extra 11 (1d10 + 6) kinetic damage.
Aiwha
Huge beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 67 (9d12 + 9)
- Speed 10 ft., fly 80 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses blindsight 120 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Dive Attack. If the aiwha is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
Echolocation. The aiwha can’t use its blindsight while deafened.
Hold Breath. The aiwha can hold its breath for 30 minutes
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) kinetic damage.
Anooba
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 39 (6d8 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Dex +4
- Skills Perception +3 Stealth +4
- Damage Resistances fire
- Senses darkvision 60 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Impale and Toss. When the anooba hits a Medium or smaller creature with a gore attack, it can use a bonus action to impale and toss the creature. The target must succeed on a DC 13 Strength saving throw or take 5 (1d10) kinetic damage and be flung up to 10 feet away from the anooba in a random direction and knocked prone.
Pack Tactics. The anooba has advantage on an attack roll against a creature if at least one of the anooba's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The anooba makes a gore attack and either a bite or two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Aryx
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 19 (3d10 + 3)
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 4 (-3)
- Senses passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.
Bantha, Adolescent
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 37 (5d10 + 10)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 14 (+2) 2 (-4) 11 (+0) 6 (-2)
- Senses passive Perception 10
- Challenge 2 (450 XP) Proficiency Bonus: +2
Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) kinetic damage.
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) kinetic damage.
Bantha, Adult
Huge beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 76 (8d12 + 24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
- Senses passive Perception 10
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.
Actions
Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) kinetic damage.
Bantha, Feral
Huge beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Trampling Charge. If the bantha moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the bantha can make one stomp attack against it as a bonus action.
Actions
Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) kinetic damage.
Battle Hydra
Huge aberration, neutral dark
- Armor Class 16 (natural armor)
- Hit Points 138 (11d12 + 66)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 22 (+6) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Str +9, Con +10
- Skills Perception +9
- Damage Resistances energy, kinetic
- Senses darkvision 60 ft., passive Perception 19
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the hydra, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Reactive Heads. The hydra gets an extra reaction that can be used only for opportunity attacks.
Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the hydra.
Two-Heads. The hydra has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the hydra's heads is asleep, its other head is awake.
Actions
Multiattack. The hydra makes four attacks: two with its bite, one with its claws, and one with its stinger.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) kinetic damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) kinetic damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
VARIANT: Veerhydra
For a more legendary encounter, consider adding the following traits to the Hydra:
- HP: The hydra's hit point maximum increases to 200 (16d12 + 96)
- CR: The hydra's CR increases to 16 (15,000 XP)
- Proficiency Bonus: The hydra's proficiency bonus increases to +5
- Legendary Resistance (3/Day).: If the hydra fails a saving throw, it can choose to succeed instead.
- Multiattack: The hydra makes three bite attacks instead of two. Additionally, it's melee weapon attacks have a +10 to hit instead of a +8.
- Reactive Heads: The hydra gets an extra reaction that can be used only for opportunity attacks (up to 3 instead of 2).
- Three-Heads: The hydra has three heads instead of two.
- Legendary: The hydra gains the following traits:
Legendary Actions: The veerhydra 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 veerhydra regains spent legendary actions at the start of its turn.
- Bite. The hydra makes one bite attack.
- Move. The hydra can move up to its speed without provoking opportunity attacks.
- Frightful Roar (2 actions). Each creature of the hydra’s choice that is within 120 feet of the hydra and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 hydra’s Frightful Roar for the next 24 hours.
- Stinger (2 actions). The hydra makes one stinger attack.
Beggar's Canyon Womp Rat
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Grunge Fever. A creature infected by the rat's Grunge Fever starts to display symptoms after 1d4 days, which include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending hit dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the character’s exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease.
Keen Hearing and Smell. The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be grappled.
Gnash. Melee Weapon Attack: +4 to hit, reach 5 ft. one target grappled by the rat. Hit: 9 (2d6 + 2) kinetic damage, and the target must succeed on a DC 11 Constitution saving throw or become infected with Grunge Fever.
Blurrg
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 67 (9d10 + 18)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 14 (+2) 1 (-5) 6 (-2) 4 (-3)
- Skills Athletics +7
- Senses passive Perception 8
- Challenge 2 (450 XP) Proficiency Bonus: +2
Beast of Burden. The blurrg is considered to be Huge for the purposes of determining its carrying capacity.
Siege Monster. The blurrg deals double damage to objects and structures.
Sure-Footed. The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) kinetic damage.
Boar-Wolf
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 42 (5d10 + 15)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 2 (-4) 6 (-2) 4 (-3)
- Senses darkvision 60 ft., passive Perception 8
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the boar-wolf moves at least 20 feet toward a target and hits it with a tusk attack on that turn, the target takes an extra 7 (2d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Keen Hearing and Smell. The boar-wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Relentless (Recharges after a Short or Long Rest). If the boar-wolf takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Bogwing, Greater
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 14 (4d6)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Beast of Burden. The bogwing is considered to be Large for the purposes of determining its carrying capacity.
Flyby. The bogwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Multiattack. The bogwing makes two claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Bogwing, Lesser
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 4 (3d4 - 3)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Beast of Burden. The bogwing is considered to be Medium for the purposes of determining its carrying capacity.
Flyby. The bogwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Bor
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 180 (19d10 + 76)
- Speed 10 ft., swim 10 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 20 (+5) 18 (+4) 16 (+3)
- Saving Throws Con +9, Int +10, Wis +9
- Skills Deception +8, Insight +14, Lore +10, Perception +9, Persuasion +8
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 120 ft., passive Perception 19
- Languages understands Basic but can't speak it
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Creature Sense. The bor is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but it can’t sense anything else about it. Droids and creatures protected by a mind blank power or other similar effect cannot be perceived in this manner.
Fortified Mind. The bor has advantage on saving throws against being charmed and frightened, and it can’t be put to sleep.
Legendary Resistance (3/Day). If the bor fails a saving throw, it can choose to succeed instead.
Psychic Link. The bor can establish a psychic link with any creature that it successfully grapples with its tentacles. Until the psychic link ends, the bor can perceive everything the target senses. The target is aware that its mind is linked, and the bor can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link with a DC 18 Intelligence saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the bor are more than 1 mile apart, with no consequences to the target. The bor can form psychic links with up to ten creatures at a time.
Telepathy. The bor can communicate telepathically with other creatures within its line of sight.
Actions
Multiattack. The bor makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target is grappled (escape DC 16) if it is Large or smaller. Until the grapple ends, the target takes 9 (1d8 + 5) psychic damage at the start of each of its turns, and bor can't use this tentacle on another target. The bor has six tentacles.
Mental Plunder. The bor targets a creature it is linked to. The bor gains insight into the target's emotional state and any thoughts that loom large in its mind (including worries, loves, and hates). The bor can also make a Charisma (Deception) check with advantage against the target's Wisdom (Insight) to deceive the target's mind into believing one idea or feeling a particular emotion. On a success, the target believes the deception for 1 hour or until evidence of the lie is presented to it.
Mind Blast (Recharge 5-6). The bor emits a wave of psychic energy. Creatures of the bor's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
The bor 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 bor regains spent legendary actions at the start of its turn.
Attack. The bor makes one tentacle attack.
Psychic Pulse. The bor targets a creature it is linked to within 120 feet of it. All creatures of the Bor's choice within 10 feet of the target take 10 (3d6) psychic damage.
Sever Psychic Link. The bor ends its psychic link with one linked target within 120 feet of it. The creature has disadvantage on all ability checks, attack rolls, and saving throws until the end of the its next turn.
Break Concentration (Costs 2 Actions). The bor targets a creature it is linked to within 120 feet of it that is concentrating on a power. The target's concentration ends, and the it takes 1d4 psychic damage per level of the power.
Brain Worm
Tiny beast, neutral dark
- Armor Class 12 (natural armor)
- Hit Points 21 (6d4 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
- Skills Perception +2, Stealth +4
- Damage Vulnerabilities cold
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities blinded
- Senses blindsight 60 ft., passive Perception 12
- Languages understands Geonosian but can't speak
- Challenge 2 (450 XP) Proficiency Bonus: +2
Detect Sentience. The brain worm can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank force power or other similar effect.
Actions
Multiattack. The brain worm makes one Enter Orifice attack and uses its Consume Mind.
Enter Orifice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Body Thief. The brain worm initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it. If it wins the contest, the brain worm burrows into the target's brain and takes control of the target's body. While inside a creature, the brain worm has total cover against attacks and other effects originating outside its host. The brain worm retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Geonosian, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including force powers, tech powers, and languages. If the host body takes 20 points of cold damage in a single round, the brain worm must make a DC 15 Constitution saving throw using its own Constitution score, not the host's. On a failure, the brain worm leaves the body, slithering out to a space within 5 feet of the host. After exiting the host, it is paralyzed until the start of its next turn. If the host body dies, the brain worm must leave it. The brain worm is also forced out if the target regains its devoured brain by means of a master heal force power. By spending 5 feet of its movement, the brain worm can voluntarily leave the body, slithering out to the nearest unoccupied space within 5 feet of it.
Consume Mind. The brain worm targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this power or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Carnivorous Plant
Small plant, unaligned
- Armor Class 8 (natural armor)
- Hit Points 26 (4d6 + 12)
- Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 2 (-4)
- Damage Vulnerabilities fire
- Damage Resistances acid
- Condition Immunities blinded, charmed, deafened, prone
- Senses blindsight 60 ft., (blind beyond this radius), passive Perception 10
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Corrode Metal. Any unenhanced weapon made of metal that hits the plant corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. The plant can eat through 2-inch thick, unenhanced metal in 1 round.
False Appearance. While the plant remains motionless, it is indistinguishable from a normal plant.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage plus 7 (2d6) acid damage.
Chemilizard
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Damage Resistances poison
- Condition Immunities poisoned
- Senses passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Trampling Charge. If the chemilizard moves at least 20 feet straight toward a creature and then hits it with a ram 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 chemilizard can immediately make another attack with its bite against it as a bonus action.
Actions
Multiattack. The chemilizard makes two attacks: one with its ram and one with either its bite or its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage. The creature must then succeed on a DC 11 Constitution saving throw or be poisoned for one minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw or has the effect on it ended is immune to the chemilizard's poison for 24 hours.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Cliffborer Worm
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 20 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 16 (+3) 4 (-3) 12 (+1) 8 (-1)
- Saving Throws Str +7, Con +6, Cha +2
- Skills Perception +4, Stealth +4
- Damage Vulnerabilities sonic
- Damage Resistances fire; energy and kinetic from unenhanced weapons
- Damage Immunities acid, poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
- Senses tremorsense 60 ft., passive Perception 14
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 5-foot diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks.
Actions
Multiattack. The cliffborer worm makes two attacks: one with its bite and one with its slam.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage. On a hit, the target is grappled (escape DC 15).
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Cliffborer Worm, Ancient
Gargantuan beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 232 (15d20 + 75)
- Speed 20 ft., burrow 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 20 (+5) 4 (-3) 14 (+2) 8 (-1)
- Saving Throws Str +10, Con +10, Cha +4
- Skills Perception +7, Stealth +8
- Damage Vulnerabilities sonic
- Damage Resistances fire; energy and kinetic from unenhanced weapons
- Damage Immunities acid, poison
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
- Senses tremorsense 120 ft., passive Perception 17
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Ambusher. In the first round of a combat, the cliffborer has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the cliffborer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 (5d6) damage from the attack.
Tunneler. The cliffborer worm can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Additionally, while burrowing the worm has advantage on stealth checks.
Actions
Multiattack. The cliffborer worm makes two attacks: one with its bite and one with its slam.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the cliffborer worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) kinetic damage plus 10 (3d6) acid damage at the start of each of the cliffborer worm’s turns. The cliffborer worm can have only one creature swallowed at a time. If the cliffborer worm takes 20 damage or more on a single turn from a creature inside it, the cliffborer worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the cliffborer worm. If the cliffborer worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) kinetic damage.
Clodhopper
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (4d6 + 8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 4 (-3)
- Damage Resistances kinetic
- Senses passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Standing Leap. The clodhopper’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Clodhopper Swarm
Large swarm of small beasts, unaligned
- Armor Class 13 (natural armor)
- Hit Points 52 (7d10 + 14)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 4 (-3)
- Damage Resistances energy, kinetic
- Senses passive Perception 10
- Challenge 3 (700 XP) Proficiency Bonus: +2
Standing Leap. The clodhopper’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.
Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 16 (4d6 + 2) kinetic damage, or 9 (2d6 + 2) kinetic damage if the swarm has half its hit points or fewer.
Condor Dragon
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 68 (9d10 + 18)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
- Saving Throws Dex +2
- Skills Perception +4, Survival +3
- Senses darkvision 60 ft., passive Perception 14
- Challenge 3 (700 XP) Proficiency Bonus: +2
Dive Attack. If the dragon is flying and dives at least 30 feet straight toward a target and then hits it with a claw attack, the attack deals an extra 7 (2d6) damage to the target.
Unhindered Movement. The dragon’s movement speed is not reduced while moving with a grappled creature.
Actions
Multiattack. The dragon makes three attacks: two with its claws and one with its bite. It can replace one of its claw attacks with a rend attack if it is grappling a creature.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) kinetic damage, and the target is grappled (escape DC 14). The dragon can only grapple one creature at a time.
Rend. Melee Weapon Attack: +7 to hit, reach 5 ft., one target grappled by the dragon. Hit: 15 (2d10 + 4) kinetic damage.
Dewback, Adolescent
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 34 (4d10 + 12)
- Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Damage Resistances fire
- Senses passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Smell. The dewback has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The dewback makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Dewback, Adult
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 51 (6d10 + 18)
- Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Damage Resistances fire
- Senses passive Perception 13
- Challenge 3 (700 XP) Proficiency Bonus: +2
Charge. If the dewback moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dewback can make one claw attack against it as a bonus action.
Keen Smell. The dewback has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The dewback makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) kinetic damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Dianoga, Adolescent
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 51 (6d10 + 18)
- Speed 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 4 (-3)
- Skills Stealth +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Dianoga
- Challenge 1 (200 XP) Proficiency Bonus: +2
Grasping Tentacles. The dianoga can have up to seven tentacles at a time. Each tentacle can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 12 Strength check against it.
Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Regeneration. The dianoga regains 5 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The dianoga makes two attacks: one with its tentacles and one with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the dianoga can't use this tentacle on another target.
Dianoga, Adult
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 15 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 6 (-2)
- Saving Throws Con +7, Wis +4
- Skills Stealth +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Dianoga
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Grasping Tentacles. The dianoga can have up to seven tentacles at a time. Each tentacle can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tentacle deals no damage to the dianoga, which can extrude a replacement tentacle on its next turn. A tentacle can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Regeneration. The dianoga regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The dianoga makes three attacks: two with its tentacles and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.
Tentacle Slam. The dianoga slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the dianoga's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.
Dragonsnake
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 119 (14d10 + 42)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 4 (-3)
- Saving Throws Dex +5, Con +6
- Skills Perception +4, Stealth +5
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 14
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Ambusher. In the first round of a combat, the dragonsnake has advantage on attack rolls against any creature it surprised.
Hold Breath. The dragonsnake can hold its breath for 1 hour.
Surprise Attack. If the dragonsnake 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 dragonsnake makes three attacks: one with its claws, one with its constrict, and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one large or smaller creature. Hit: 14 (2d8 + 5) kinetic damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the dragonsnake can constrict only this target.
Crush (Recharge 5-6). A creature grappled by the dragonsnake must make a DC 16 Strength saving throw, taking 32 (6d8 + 5) kinetic damage on a failed save, or half as much damage on a successful one.
Energy Spider
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 18 (4d6 + 4)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3, Stealth +7
- Damage Vulnerabilities ion
- Damage Immunities energy
- Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage plus 9 (2d8) necrotic damage. The target must make a DC 12 Constitution saving throw, taking the necrotic damage on a failed save, or half as much damage on a successful one. The spider gains temporary hit points equal to the necrotic damage taken.
Draw In. The spider pulls all creatures grappled by its webbing up to 10 feet toward it. If this movement pulls a creature within 5 feet of the energy spider, the spider can make one bite attack against the creature as a bonus action.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).
Eopie
Large beast, unaligned
- Armor Class 9 (natural armor)
- Hit Points 15 (2d10 + 4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 4 (-3)
- Senses passive Perception 9
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Beast of Burden. The eopie is considered to be Huge for the purposes of determining its carrying capacity.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Regurgitate. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 1 (1d4 - 1) acid damage, and the target must make a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn.
Ewok Pony
Medium beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Skills Athletics +4
- Senses passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Exogorth, Adolescent
Huge beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 8 (-1)
- Saving Throws Con +8, Wis +4
- Damage Immunities necrotic
- Condition Immunities blinded
- Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Huge Strength. The exogorth’s melee weapon attacks are considered enhanced.
Legendary Resistance (1/Day). If the exogorth fails a saving throw, it can choose to succeed instead.
Siege Monster. The exogorth deals double damage to objects and structures.
Space-Borne. The exogorth can survive in the vacuum of space.
Tunneler. The exogorth can burrow through solid rock at half its burrow speed and leaves a 5-foot diameter tunnel in its wake.
Actions
Multiattack. The exogorth makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) 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 exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 14 (4d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 14 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 exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Exogorth, Adult
Gargantuan beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 247 (15d20 + 90)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 6 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +11, Wis +4
- Damage Immunities necrotic
- Condition Immunities blinded
- Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Gargantuan Strength. The exogorth’s melee weapon attacks are considered enhanced.
Legendary Resistance (3/Day). If the exogorth fails a saving throw, it can choose to succeed instead.
Siege Monster. The exogorth deals double damage to objects and structures.
Space-Borne. The exogorth can survive in the vacuum of space.
Tunneler. The exogorth can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
Actions
Multiattack. The exogorth makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the exogorth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the exogorth, and it takes 21 (6d6) acid damage at the start of each of the exogorth's turns. If the exogorth takes 30 damage or more on a single turn from a creature inside it, the exogorth must succeed on a DC 21 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 exogorth. If the exogorth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Fambaa
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 85 (10d12 + 20)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
- Saving Throws Con +4
- Skills Athletics +8, Survival +2
- Senses passive Perception 10
- Challenge 3 (700 XP) Proficiency Bonus: +2
Amphibious. The fambaa can breathe air and water.
Siege Monster. The fambaa deals double damage to objects and structures.
Sure-Footed. The fambaa has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Fambaa Howdah
Huge beast, unaligned
- Armor Class 16 (battle armor)
- Hit Points 102 (12d12 + 24)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
- Saving Throws Dex +2, Con +5
- Skills Athletics +9, Survival +3
- Senses passive Perception 10
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Amphibious. The fambaa can breathe air and water.
Howdah. The fambaa carries a fortified platform on its back. Up to six Medium creatures can ride on the platform without squeezing. Creatures on the platform have three-quarters cover against attacks and effects from outside it. If the fambaa dies, creatures on the platform are placed in occupied spaces within 10 feet of the fambaa.
Siege Monster. The fambaa deals double damage to objects and structures.
Sure-Footed. The fambaa has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Fathier
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 8 (-1)
- Saving Throws Dex +3, Con +3
- Skills Athletics +6
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Hearing. The fathier has advantage on Wisdom (Perception) checks that rely on hearing.
Trampling Charge. If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Fexian Skullborer
Small beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 20 (8d6 - 8)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 8 (-1) 6 (-2) 12 (+1) 6 (-2)
- Saving Throws Dex +6
- Skills Perception +3, Stealth +6
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 3 (700 XP) Proficiency Bonus: +2
Diving Ambush. If the skullborer drops on to target from above and hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 14 (4d6). If the skullborer misses, it takes half normal falling damage for distance fallen.
Keen Striking. The skullborer scores a critical hit on a roll of 19 or 20. If at least one of the skullborer's allies is within 5 feet of its target and the ally isn't incapacitated, the skullborer instead scores a critical hit on a roll of 18-20.
Poisonous Skin. Any creature that grapples the skullborer or otherwise comes into direct contact with the skullborer’s skin must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Constitution saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the skullborer. Hit: 36 (8d8) kinetic damage. If this damage reduces the target to 0 hit points, the skullborer kills the target by extracting and devouring its brain.
Superior Camouflage. The skullborer turns invisible until its concentration ends (as if concentrating on a power).
Flutterplume
Medium beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 5 (1d8 + 1)
- Speed 5 ft., fly 50 ft.
STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Flyby. The flutterplume doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Keen Sight and Smell. The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The flutterplume has advantage on an attack roll against a creature if at least one of the flutterplume's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Flutterplume, Mantellian
Medium beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 2 (-4) 16 (+3) 6 (-2)
- Skills Perception +5
- Senses passive Perception 15
- Challenge 2 (450 XP) Proficiency Bonus: +2
Blood Thirsty. If the flutterplume hits the same creature with two talon attacks in one turn, it can make a beak attack as a bonus action.
Flyby. The flutterplume doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Keen Sight and Smell. The flutterplume has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The flutterplume has advantage on an attack roll against a creature if at least one of the flutterplume's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The flutterplume makes two weapon attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.
Forest Nexu, Adolescent
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 21 (6d6)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 10 (+0) 2 (-4) 12 (+1) 8 (-1)
- Saving Throws Dex +5
- Skills Perception +3, Stealth +5
- Senses darkvision 60 ft., truesight 60 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.
Keen Striking. The nexu scores a critical hit on a roll of 19 or 20. If at least one of the nexu's allies is within 5 feet of its target and the ally isn't incapacitated, the nexu instead scores a critical hit on a roll of 18-20.
Pounce. If the nexu 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 nexu can make one bite attack against it as a bonus action.
Stun Prone. When the nexu is hit by a critical hit, it must succeed on a Constitution saving throw with a DC of 5 + half the damage taken or be stunned until the end of its next turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Forest Nexu, Adult
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 71 (13d8 + 13)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 12 (+1) 2 (-4) 12 (+1) 8 (-1)
- Saving Throws Dex +7
- Skills Perception +4, Stealth +7
- Senses darkvision 60 ft., truesight 60 ft., passive Perception 14
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.
Keen Striking. The nexu scores a critical hit on a roll of 19 or 20. If at least one of the nexu's allies is within 5 feet of its target and the ally isn't incapacitated, the nexu instead scores a critical hit on a roll of 18-20.
Pounce. If the nexu 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 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.
Stun Prone. When the nexu is hit by a critical hit, it must succeed on a Constitution saving throw with a DC of 5 + half the damage taken or be stunned until the end of its next turn.
Actions
Multiattack. The nexu makes two claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Reactions
Sentinel Awareness. Creatures provoke an opportunity attack when they move to within the nexu's reach or move 5 feet or greater while within its reach.
Fyrnock
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Skills Stealth +5
- Senses darkvision 120 ft., passive Perception 10
- Challenge 1 (200 XP) Proficiency Bonus: +2
Reckless. At the start of its turn, the fyrnock can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Shadow Stealth. While lightly or heavily obscured, the fyrnock can take the Hide action as a bonus action.
Sunlight Hypersensitivity. The fyrnock takes 5 fire damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The fyrnock makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage
Geejaw
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 0 (10 XP) Proficiency Bonus: +2
Mimicry. The geejaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Ghest
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 123 (13d12 + 39)
- Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
- Saving Throws Con +6, Wis +3
- Skills Perception +3, Stealth +5
- Senses passive Perception 13
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Ambusher. In the first round of a combat, the ghest has advantage on attack rolls against any creature it surprised.
Hold Breath. The ghest can hold its breath for 30 minutes.
Actions
Multiattack. The ghest makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ghest, and it takes 10 (3d6) acid damage at the start of each of the ghest’s turns. If the ghest takes 25 damage or more on a single turn from a creature inside it, the ghest must succeed on a DC 14 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 ghest. If the ghest dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. The ghest can have no more than two targets swallowed at a time.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Gizka
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
- Challenge 0 (10 XP) Proficiency Bonus: +2
Echolocation. The gizka can’t use its blindsight while deafened.
Standing Leap. The gizka’s long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Gizka Swarm
Medium swarm of tiny beasts, unaligned
- Armor Class 12 (natural armor)
- Hit Points 22 (5d8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3)
- Damage Resistances energy and kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
- Challenge 1 (200 XP) Proficiency Bonus: +2
Echolocation. The gizka can’t use its blindsight while deafened.
Standing Leap. The gizka’s long jump is up to 10 feet and its high jump is up to 5 ft., with or without a running start.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gizka. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 9 (2d6 + 2) kinetic damage or 5 (1d6 + 2) kinetic damage if the swarm has half of its hit points or fewer.
Gorax
Huge beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 126 (11d12 + 55)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Dex +5, Con +8, Wis +3
- Skills Athletics +9, Intimidation +1, Perception +3
- Senses darkvision 60 ft., passive Perception +13
- Languages Gorax
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Keen Hearing. The gorax has advantage on Wisdom (Perception) checks that rely on hearing.
Stench. Any creature other than a gorax that starts its turn within 10 feet of the gorax must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any gorax for 1 hour.
Sunlight Sensitivity. While in sunlight, the gorax has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The gorax makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) kinetic damage and the target is grappled and restrained (escape DC 17). Until this grapple ends, the target is prone. The grapple ends early if the gorax moves. A creature suffers 10 (1d8 + 6) kinetic damage every time it starts its turn restrained by a stomp.
Throw Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Sweeping Blow (Recharge 6). The gorax can sweep its greatclub in an arc around itself. Each creature in a 15-foot cone must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 19 (3d8 + 6) kinetic damage. On a success, a creature takes no damage.
Gorgodon
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 104 (11d10 + 44)
- Speed 30 ft., climbing 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 8 (-1)
- Saving Throws Str +9
- Skills Athletics +9, Perception +5, Stealth +5, Survival +5
- Damage Resistances cold; energy from ranged weapons, kinetic from unenhanced weapons
- Senses passive Perception 15
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Jaws of Hunger. The gorgodon has advantage on bite attacks it makes against a grappled or restrained creature.
Keen Hearing and Smell. The gorgodon has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The gorgodon has advantage on an attack roll against a creature if at least one of the gorgodon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The gorgodon has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Multiattack. The gorgodon makes two claw attacks. If it is grappling a creature, it can instead make one crush attack, then make one bite or tail attack.
Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (2d12 + 6) kinetic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage. If the gorgodon is not already grappling a creature, the target must succeed on a DC 16 Strength or Dexterity saving throw (the creature chooses the ability to use) or become grappled. Until the grapple ends, the creature is restrained.
Tail Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) kinetic damage.
Crush. The gorgodon makes one claw attack against a creature it is grappling. If the attack hits, the creature takes normal weapon damage and must succeed on a DC 16 Constitution saving throw or become stunned until the end of its next turn.
Greysor
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 7 (2d6)
- Speed 40 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Keen Sight and Smell. The greysor has advantage on Wisdom (Perception) checks that rely on sight and smell.
Pack Tactics. The greysor has advantage on an attack roll against a creature if at least one of the greysor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Gundark, Adolescent
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 10 (+0) 4 (-3) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception +13
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.
Actions
Multiattack. The gundark makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Gundark, Adult
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 4 (-3) 14 (+2) 8 (-1)
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception +14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.
Actions
Multiattack. The gundark makes three attacks: two with its claw and one with its gigantic claw.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Gigantic Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Gundark, Alpha
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 157 (15d10 + 75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Dex +6, Con +9, Cha +2
- Skills Perception +5
- Senses darkvision 60 ft., passive Perception +15
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Aura of Menace. If the alpha isn’t incapacitated, hostile creatures have disadvantage on attacks against other gundarks while within 10 feet of the alpha.
Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.
Siege Monster. The gundark deals double damage to objects and structures.
Actions
Multiattack. The gundark makes three attacks: two with its claw and then one bite or crush attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage. The target is grappled (escape DC 17) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.
Crush. Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the gundark. Hit: 12 (2d6 + 5) kinetic damage, and the target must succeed on a DC 17 Strength saving throw, taking an additional 21 (6d6) kinetic damage on a failed save, or half as much on a success.
Gundark, Matriarch
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 8 (-1)
- Saving Throws Dex +5, Con +6
- Skills Perception +5
- Senses darkvision 60 ft., passive Perception +15
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Aura of Blood Thirst. If the matriarch isn’t incapacitated, any other gundark can make a melee attack as a bonus action while within 10 feet of the matriarch.
Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rampage. When the gundark reduces a creature to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.
Siege Monster. The gundark deals double damage to objects and structures.
Actions
Multiattack. The matriarch can make four attacks: two with its claw and two with its gigantic claw.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. The target is grappled (escape DC 15) if that claw isn't already grappling a creature. Until the grapple ends, the creature is restrained.
Gigantic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) kinetic damage.
Gutkurr
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 2 (-4) 8 (-1) 4 (-3)
- Damage Resistances energy
- Senses darkvision 60 ft., passive Perception 9
- Challenge 4 (1,100 XP) Proficiency Bonus: +3
Pounce. If the gutkurr 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 gutkurr can make one bite attack against it as a bonus action.
Wounded Fury. While it has 10 hit points or fewer, the gutkurr has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
Actions
Multiattack. The gutkurr makes two claw attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) kinetic damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Hawk-Bat
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 7 (2d6)
- Speed 10 ft., climb 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3)
- Saving Throws Dex +4
- Skills Perception +4
- Condition Immunities blinded
- Senses blindsight 60 ft., passive Perception 14
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Dive Attack. If the hawk-bat is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 3 (1d6) damage to the target.
Echolocation. The hawk-bat loses blindsight when deafened.
Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.
Pack Tactics. The hawk-bat has advantage on an attack roll if at least one of the hawk-bat's allies is within 5 feet of the target and the ally isn't incapacitated.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Hawk-Bat Swarm
Large swarm of small beasts, unaligned
- Armor Class 13 (natural armor)
- Hit Points 44 (8d10)
- Speed 10 ft., climb 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3)
- Saving Throws Dex +4
- Skills Perception +4
- Damage Resistances energy and kinetic
- Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 60 ft., passive Perception 14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Dive Attack. If the hawk-bat swarm is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 7 (2d6) damage to the target.
Echolocation. The hawk-bat swarm loses blindsight when deafened.
Keen Hearing and Sight. The hawk-bat swarm has advantage on Wisdom (Perception) checks that rely on hearing and sight.
Swarm. The hawk-bat swarm can occupy another creature’s space and vice versa, and the hawk-bat swarm can move through any opening large enough for a small creature. The hawk-bat swarm can’t regain hit points or gain temporary hit points.
Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the hawk-bat swarm's space. Hit: 11 (2d8 + 2) kinetic damage, or 6 (1d8 + 2) kinetic damage if the hawk-bat swarm has half of its hit points or fewer.
Hive Rat
Medium beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 22 (3d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
- Skills Perception +2, Stealth +3
- Damage Resistances acid, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 12
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Hearing. The hive rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The hive rat has advantage on an attack roll against a creature if at least one of the hive rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, the target is grappled (escape DC 13), and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
Hrumph
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Con +4
- Skills Athletics +7, Perception +3
- Senses passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the hrumph moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Formation Instinct. The hrumph can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.
Standing Leap. The hrumph’s long jump is up to 30 feet and its high jump is up to 10 ft., with or without a running start.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Reactions
Formation Protection. When a creature hits an ally within 5 feet of the hrumph with a weapon attack, it can impose a -2 penalty to the attack roll, potentially causing the attack to miss.
Jakrab
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 3 (2d4 - 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 6 (-2) 2 (-4) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception 13
- Challenge 0 (10 XP) Proficiency Bonus: +2
Keen Hearing and Sight. The jakrab has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Jubba Bird
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 5 (2d4)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 6 (-2) 14 (+2) 6 (-2)
- Skills Insight +4, Perception +4
- Senses passive Perception 14
- Languages telepathy 60 ft., understands Basic but can't speak it
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Advanced Telepathy. The jubba bird can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
Innate Forcecasting. The jubba bird’s forcecasting ability is Wisdom (force save DC 12, +4 to hit with force powers). It can innately cast the following force powers:
At will: sense emotion
3/day each: calm emotionsActions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Jundland Wastes Womp Rat
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 26 (4d10 + 4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
- Skills Perception +4
- Senses passive Perception 14
- Challenge 1 (200 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The rat has advantage on on Wisdom (Perception) checks that rely on hearing and smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if it is grappled by at least one of the rat’s allies.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
K'lor'slug, Greater
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 30 ft., burrow 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 2 (-4) 14 (+2) 2 (-4)
- Saving Throws Con +6
- Skills Perception +5
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., passive Perception 15
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Pack Tactics. The k'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tunneler. The k'lor'slug can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The k'lor'slug makes three attacks; two with its stabbing forelimbs and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage plus 17 (5d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Additonally, If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the k'lor'slug. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the k'lor'slug, and takes 7 (2d6) kinetic damage plus 7 (2d6) acid damage at the start of each of the k'lor'slug’s turns. The k'lor'slug can have only one creature swallowed at a time. If the k'lor'slug takes 20 damage or more on a single turn from a creature inside it, the k'lor'slug must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the k'lor'slug. If the k'lor'slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Stabbing Forelimbs. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Acid Spray. (Recharge 5-6) The k'lor'slug spits acid in a line that is 30 ft. long and 5 ft. wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
K'lor'slug, Lesser
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 4 (1d6 + 1)
- Speed 30 ft., burrow 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 2 (-4)
- Skills Perception +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., passive Perception 13
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Pack Tactics. The k’lor’slug has advantage on an attack roll against a creature if at least one of the k’lor’slug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tunneler. The k'lor'slug can burrow through solid rock at half it burrowing speed and leaves a 2 and 1/2-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Kaadu
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 13 (2d10 + 2)
- Speed 50 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 4 (-3)
- Skills Perception +2
- Condition Immunities frightened
- Senses passive Perception 12
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Hold Breath. The kaadu can hold its breath for two hours.
Keen Hearing and Smell. The kaadu has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Sure-Footed. The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Katarn
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 37 (5d10 + 10)
- Speed 50 ft., climb 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Dex +5
- Skills Perception +3, Stealth +7
- Senses passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Diving Ambush. If the katarn drops on a target from above and then hits it with a bite attack on the same turn, the target takes an extra 3 (1d6) kinetic damage per 10 feet fallen, up to 21 (6d6). If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the katarn misses, it takes half normal falling damage.
Keen Sight and Smell. The katarn has advantage on Wisdom (Perception) checks that rely on sight and smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Kath Hound
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 10 (3d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 30 ft., passive Perception 13
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Kath Hound, Horned
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 30 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the hound moves at least 20 feet straight toward a creature and then hits it with a bite 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 hound can make another attack with its tusks against it as a bonus action.
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.
Kell Dragon
Large beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 221 (26d10 + 78)
- Speed 40 ft., burrow 60 ft., swim 25 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
- Saving Throws Str +10 , Dex +6 , Con +7
- Skills Athletics +10, Perception +9 , Survival +9
- Damage Vulnerabilities energy damage from lightweapons
- Damage Resistances kinetic
- Senses darkvision 120 ft., passive Perception 19
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Aggressive. As a bonus action, the kell dragon can move up to its speed toward an enemy that it can see.
Amphibious. The kell dragon can breathe air and water.
Spiked Body. A creature that touches the kell dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) kinetic damage.
Actions
Multiattack. The kell dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) kinetic damage. Target must then succeed on a DC 18 Strength saving throw or be grappled. Grappled creatures take an additional 4 (1d8) kinetic damage when hit with a melee attack from the kell dragon. A grappled creature can escape the grapple as an action on their turn by making a DC 18 Strength check.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) kinetic damage.
Destructive Swipe (Recharge 5-6). The kell dragon swipes with its claws in a 10-foot line that is 15-feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) kinetic damage on a failed save, or half as much damage on a successful one.
Knobby White Spider
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 112 (15d10 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 14 (+2) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Dex +2
- Skills Stealth +2
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened
- Senses blindsight 60 ft. (blind beyond this range), passive Perception 10
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.
False Appearance. While the spider remains motionless, it is indistinguishable from a normal gnarltree.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The spider makes two slam attacks and uses its web, if available.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,, one target. Hit: 13 (2d8 + 4) kinetic damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft.,, one target. Hit: 15 (2d10 + 4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Pacifying Spores (3/Day). The spider ejects spores in 15-foot cone. All creatures in the area must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. A creature that fails its save can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).
Knobby White Spiderling
Tiny beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 10 (4d4)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 4 (-3)
- Skills Stealth +3
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened
- Senses blindsight 30 ft. (blind beyond this range), passive Perception 10
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Distress Spores. When the spider takes damage, all other spiders within 240 feet of it can sense its pain.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 10 ft.,, one target. Hit: 3 (1d4 + 1) kinetic damage.
Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft.,, one target. Hit: 4 (1d6 + 1) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).
Krayt Dragon, Canyon
Huge beast, unaligned
- Armor Class 19 (natural armor)
- Hit Points 225 (18d12 + 108)
- Speed 40 ft., burrow 80 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 22 (+6) 6 (-2) 14 (+2) 16 (+3)
- Saving Throws Str +13, Con +12, Wis +8
- Skills Perception +8, Stealth +6
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon uses its Frightful Presence and then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) kinetic damage plus 10 (3d6) acid damage.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) kinetic damage.
Tail Stinger. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 7) kinetic damage. The target must make a DC 20 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon 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 dragon's Frightful Presence for the next 24 hours.
Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 56 (16d6) acid damage damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Swat Away. The dragon makes a claw attack. If the attack hits, the target must succeed on a DC 21 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.
Tail Attack (Costs 2 Actions). The dragon makes a tail stinger attack.
Krayt Dragon, Greater
Gargantuan beast, unaligned
- Armor Class 22 (natural armor)
- Hit Points 487 (25d20 + 225)
- Speed 40 ft., burrow 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 28 (+9) 4 (-3) 14 (+2) 16 (+3)
- Saving Throws Str +18, Dex +8, Con +17, Wis +10
- Skills Perception +10, Stealth +8
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 120 ft., darkvision 120 ft., passive Perception 20
- Challenge 26 (90,000 XP) Proficiency Bonus: +8
Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon uses its Frightful Presence and then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) kinetic damage plus 14 (4d6) acid damage.
Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) kinetic damage.
Tail Stinger. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) kinetic damage. The target must make a DC 25 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 dragon's Frightful Presence for the next 24 hours.
Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone or 100-foot line. Each creature in that area must make a DC 25 Constitution saving throw, taking 70 (20d6) acid damage damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon 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 dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Swat Away. The dragon makes a claw attack. If the attack hits, the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a straight line away from the dragon. If the saving throw fails by 5 or more, the target falls prone.
Sand Swim (Costs 2 Actions). The dragon dives into the ground, blasting sand over all creatures around it. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 24 (4d6 + 10) kinetic damage and be knocked prone. The dragon burrows up to half its burrow speed.
Tail Attack (Costs 2 Actions). The dragon makes a tail stinger attack.
Krayt Dragon, Juvenile
Large beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 168 (16d10 + 80)
- Speed 40 ft., burrow 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 20 (+5) 4 (-3) 10 (+0) 14 (+2)
- Saving Throws Dex +4, Con +9
- Skills Perception +4, Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Desert Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) kinetic damage plus 7 (2d6) acid damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage.
Acid Spray (Recharge 5-6). The dragon spits acid in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) acid damage damage on a failed save, or half as much damage on a successful one.
Lylek
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 2 (-4) 16 (+3) 4 (-3)
- Saving Throws Con +6
- Skills Perception +6
- Damage Resistance energy and kinetic from unenhanced weapons
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 16
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Keen Striking. The lylek scores a critical hit on a roll of 19 or 20. If at least one of the lylek's allies is within 5 feet of its target and the ally isn't incapacitated, the lylek instead scores a critical hit on a roll of 18-20.
Tunneler. The lylek can burrow through solid rock at half it burrowing speed and leaves a 5-foot diameter tunnel in its wake.
Actions
Multiattack. The lylek makes three attacks: two with either its leg spears or tentacles, and one with its barbed tail.
Barbed Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Leg Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The lylek can have up to two creatures grappled at the same time.
Maalraas, Adolescent
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Dex +4
- Skills Stealth +4, Perception +3
- Damage Resistances fire; energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the maalraas, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Innate Forcecasting. The maalraas' forcecasting ability is Wisdom (force save DC 11, +3 to hit with force powers). It can innately cast the following force powers:
At will: force camouflage
Keen Hearing and Smell. The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The maalraas has advantage on an attack roll against a creature if at least one of the maalraas' allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The maalraas makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Maalraas, Nighthunter
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 2 (-4) 14 (+2) 6 (-2)
- Saving Throws Dex +6
- Skills Stealth +9, Perception +5
- Damage Resistances fire; energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 15
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the maalraas, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Innate Forcecasting. The maalraas' forcecasting ability is Wisdom (force save DC 13, +5 to hit with force powers). It can innately cast the following force powers:
At will: force camouflage
Keen Hearing and Smell. The maalraas has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The maalraas has advantage on an attack roll against a creature if at least one of the maalraas' allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The maalraas makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Massiff
Medium beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Spiked Hide. Any creature that grapples the massiff takes 3 (1d6) kinetic damage at the end of its turn.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Mole Serpent
Gargantuan beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 232 (15d20 + 75)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 20 (+5) 20 (+5) 1 (-5) 8 (-1) 4 (-3)
- Saving Throws Con +9, Wis +3
- Skills Perception +3, Stealth +9
- Condition Immunities blinded
- Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 13
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Tunneler. The mole serpent can burrow through solid rock at half it burrowing speed and leaves a 10-foot diameter tunnel in its wake. Additionally, while burrowing the serpent has advantage on stealth checks and is considered to have expertise in stealth.
Actions
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) kinetic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the mole serpent. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the serpent, and takes 14 (4d6) acid damage at the start of each of the mole serpent’s turns. If the mole serpent takes 25 damage or more on a single turn from a creature inside it, the mole serpent 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 5 feet of the mole serpent. If the mole serpent dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Monkey-Lizard
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 3 (1d6)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 8 (-1)
- Senses passive Perception 11
- Languages understands Basic and any one other language, but speaks only through the use of its Mimicry trait
- Challenge 0 (10 XP) Proficiency Bonus: +2
Mimicry. The monkey-lizard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Pack Tactics. The monkey-lizard has advantage on an attack roll against a creature if at least one of the monkey-lizard's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damage.
Vicious Mockery. The monkey-lizard unleashes a string of insults and laughter at a creature it can see within 60 feet. If the target can hear the monkey-lizard (though it need not understand it), it must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Monkey-Lizard Swarm
Large swarm of small beasts, unaligned
- Armor Class 12 (natural armor)
- Hit Points 38 (7d10)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 4 (-3) 12 (+1) 8 (-1)
- Skills Perception +5
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 15
- Languages understands Basic and any one other language, but speaks only through the use of its Mimicry trait
- Challenge 1 (200 XP) Proficiency Bonus: +2
Mimicry. The swarm can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target in the swarm's space. Hit: 8 (2d6 + 1) kinetic damage, or 4 (1d6 + 1) kinetic damage if the swarm has half its hit points or fewer.
Vicious Mockery. The swarm unleashes a string of insults and laughter at a creature it can see within 60 feet. If the target can hear the swarm (though it need not understand it), it must succeed on a DC 11 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Moof
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 34 (4d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 4 (-3)
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Beast of Burden. The moof is considered to be Huge for the purposes of determining its carrying capacity.
Charge. If the moof moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Mott
Small beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 10 (3d6)
- Speed 25 ft., burrow 10 ft., swim 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+1) 10 (+0) 2 (-4) 8 (-1) 4 (-3)
- Skills Perception +1
- Senses passive Perception 11
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Charge. If the mott moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) kinetic damage.
Keen Hearing. The mott has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Mucous Salamander
Medium beast, unaligned
- Armor Class 13 (15 natural armor in solid form)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft., climb 30 ft. (solid form), swim 50 ft. (liquid form)
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
- Saving Throws Con +3
- Skills Athletics +5, Stealth +5
- Damage Vulnerabilities lightning (liquid form)
- Damage Resistances ion; energy and kinetic from unenhanced weapons (solid form)
- Condition Immunities grappled, prone, restrained (liquid form)
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Amphibious. The salamander can breathe air and water.
Shifting Molecules. When the salamander enters or exits water, it changes the form of its molecular structure to mimic its surroundings (no action required). Other than its AC, its statistics are the same in each form. Any object it is wearing or carrying isn’t transformed.
Diffuse Body (Liquid Form Only). The salamander can move through other creatures and objects no more than 10 feet in diameter as if they were difficult terrain. It takes 5 (1d10) kinetic damage if it ends its turn inside an object.
Spider Climb (Solid Form Only). The salamander can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spiked Hide (Solid Form Only). Any creature that grapples the salamander takes 3 (1d6) kinetic damage at the end of its turn.
Watery Terrain (Liquid Form Only). The salamander has advantage on Dexterity (Stealth) checks made to hide in water, and it can take the Hide action as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Claws (Solid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Mynock
Small beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 7 (2d6)
- Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2)
- Saving Throws Dex +5
- Senses darkvision 60 ft., passive Perception 9
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Atmosphere Agnostic. The mynock can survive in any type of atmosphere or vacuum.
Battery Drainer. Whenever the mynock attaches itself to an object that needs energy to function, the object stops functioning until the mynock is removed.
Pack Tactics. The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the target is grappled (escape DC 13). If the target is a droid or construct, at the start of each of the mynock's turns, the target loses 2 (1d4) hit points as its energy is drained, and the mynock gains temporary hit points equal to the damage. The grapple automatically ends after the mynock drains at least 10 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the mynock, ending the grapple.
Mynock Swarm
Large swarm of small beasts, unaligned
- Armor Class 14 (natural armor)
- Hit Points 38 (7d10)
- Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 6 (-2)
- Saving Throws Dex +5
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 9
- Challenge 2 (450 XP) Proficiency Bonus: +2
Atmosphere Agnostic. The swarm can survive in any type of atmosphere or vacuum.
Swarm. The swarm can occupy another creature’s space and vice versa, and can move through openings large enough for a small beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Energy Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 17 (4d6 + 3) kinetic damage, or 10 (2d6 + 3) kinetic damage if the swarm has half its hit points or fewer. The swarm loses 3 (1d6) hit points, and a single mynock grapples the target (escape DC 13), detaching from the swarm as its own creature. If the target is a droid or construct, at the start of each of the mynock's turns, the target loses 2 (1d4) hit points as its energy is drained, and the mynock gains temporary hit points equal to the damage. The grapple automatically ends after the mynock drains at least 10 hit points of energy, or the target dies. A creature other than the grappled target can use an action to remove the mynock, ending the grapple.
Narglatch
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (8d10 + 8)
- Speed 60 ft., climb 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 2 (-4) 14 (+2) 6 (-2)
- Saving Throws Dex +6
- Skills Perception +6, Stealth +8
- Damage Vulnerabilities energy
- Damage Resistances ion; kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 16
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Pounce. If the narglatch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the narglatch can make one bite attack against it as a bonus action.
Shadow Stealth. While in dim light or darkness, the narglatch can take the Hide action as a bonus action.
Sure-Footed. The narglatch has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) kinetic damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Nashtah
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft., swim 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Skills Perception +4, Stealth +6
- Senses darkvision 60 ft., passive Perception 14
- Challenge 3 (700 XP) Proficiency Bonus: +2
Ambusher. The nashtah has advantage on attack rolls against any creature it surprised.
Keen Striking. The nashtah scores a critical hit on a roll of 19 or 20. If at least one of the nashtah's allies is within 5 feet of its target and the ally isn't incapacitated, the nashtah instead scores a critical hit on a roll of 18-20.
Pack Tactics. The nashtah has advantage on an attack roll against a creature if at least one of the nashtah's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tracking Venom. A creature hit by the nashtah's bite or barbed tail is coated in a unique venom. The nashtah always knows the location of this creature as long as it is on the same planet, and the venom lasts for 3d10 days.
Actions
Multiattack. The nashtah makes two attacks: one with its bite and one with either its claw or its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the nashtah can't bite another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target not grappled by the nashtah. Hit: 13 (2d8 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Nerf
Large beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 30 (4d10 + 8)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the nerf moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., one target. Hit: 2 (1d4) acid damage.
Nuna
Tiny beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 5 (2d4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Damage Resistances kinetic (while inflated)
- Senses passive Perception 11
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Inflate (1/Rest). As a bonus action, the nuna increases in size for 1 minute. Anything it is wearing or carrying does not increase in size. While inflated, the nuna is Small, doubles its damage dice for melee weapon attacks (included), and has advantage on Charisma (Intimidation) checks. If the nuna lacks the room to become Small, it attains the maximum size possible in the space available.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage, or 6 (2d4 + 1) kinetic damage while inflated.
Oggdo
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 84 (8d10 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 8 (-1)
- Skills Athletics +8
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 12
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Amphibious. The oggdo can breathe air and water.
Standing Leap. The oggdo’s long jump is up to 20 feet and its high jump is up to 10 ft., with or without a running start.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) kinetic damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the oggdo can't use its bite or tongue attacks on another target.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) kinetic damage, and the target must make a DC 16 Strength saving throw or be knocked prone.
Tongue. Melee Weapon Attack: +8 to hit, reach 30 ft., one target at least 10 feet from the oggdo. Hit: 10 (3d6) acid damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, and the oggdo can immediately use a bonus action to make one bite attack against the target.
Oggdo, Legendary
Huge beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 150 (12d12 + 72)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 10 (+0) 14 (+2) 8 (-1)
- Saving Throws Str +11, Con +11
- Skills Athletics +11, Perception +7
- Damage Immunities energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 17
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Amphibious. The oggdo can breathe air and water.
Legendary Resistance (3/Day). If the oggdo fails a saving throw, it can choose to succeed instead.
Standing Leap. The oggdo’s long jump is up to 25 feet and its high jump is up to 10 ft., with or without a running start.
Actions
Multiattack. The oggdo makes a tongue attack if able, then attacks using its bite or slam.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) kinetic damage, and the target is grappled (escape DC 19) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the oggdo can't use its bite or tongue attacks on another target.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) kinetic damage, and the target must make a DC 19 Strength saving throw or be knocked prone.
Tongue. Melee Weapon Attack: +11 to hit, reach 30 ft., one target at least 10 feet from the oggdo. Hit: 13 (3d8) acid damage, and the target must make a DC 19 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the oggdo, and the oggdo can immediately use a bonus action to make one bite attack against the target.
Opee Sea Killer
Gargantuan beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 139 (9d20 + 45)
- Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 2 (-4) 10 (+0) 6 (-2)
- Saving Throws Dex +4, Wis +4
- Skills Stealth +8
- Damage Resistances energy from ranged weapons
- Senses darkvision 60 ft., passive Perception 14
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Aggressive. As a bonus action, the sea killer can move up to its speed toward a hostile creature that it can see.
Unhindered Movement. The sea killer can move at full speed while grappling a creature.
Actions
Multiattack. The sea killer makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) kinetic damage.
Tongue. Melee Weapon Attack: +8 to hit, reach 30 ft., one target at least 10 feet from the sea killer. The target is grappled (escape DC 16) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the Sea Killer can't use its bite or tongue attacks on another target. The target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the sea killer, and the sea killer can immediately use a bonus action to make one bite attack against the target.
Pantran Whitefang
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 90 (12d10 + 24)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +4, Stealth +7, Survival +4
- Damage Immunities cold
- Senses darkvision 60 ft., passive Perception 14
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the whitefang can move up to its speed toward a hostile creature it can see.
Leaping Strike. If the whitefang 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 15 Strength saving throw or be knocked prone. If the target is prone, the whitefang can make one bite attack against it as a bonus action.
Snow Hunters. The whitefang has advantage on Dexterity (Stealth) checks to hide while in snow.
Actions
Multiattack. The whitefang makes two attacks: one with its claws and one with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Pelko Bug
Tiny beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 12 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
- Skills Stealth +4
- Damage Vulnerabilities cold, energy, fire, lightning
- Senses darkvision 30 ft., passive Perception 10
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Actions
Barbs. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage, and the target must succeed on a DC 12 Constitution saving throw or take 2 (1d4) poison damage and become paralyzed until the end of its next turn.
Pelko Bug Swarm
Medium swarm of tiny beasts, unaligned
- Armor Class 14 (natural armor)
- Hit Points 44 (8d8 + 8)
- Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 12 (+1) 2 (-4) 12 (+1) 4 (-3)
- Skills Stealth +6
- Damage Vulnerabilities cold, energy, fire, lightning
- Damage Resistances kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 30 ft., passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny pelko. The swarm can’t regain hit points or gain temporary hit points.
Actions
Barbs. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) kinetic damage, or 9 (2d4 + 4) kinetic damage if the swarm has half its hit points or fewer, and the target must succeed on a DC 14 Constitution saving throw or take 2 (1d4) poison damage and become paralyzed until the end of its next turn.
Pherin
Medium beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
- Skills Stealth +3
- Senses passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Amphibious. The pherin can breathe air and water.
Standing Leap. The pherin's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Swamp Camouflage. The pherin has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The pherin makes two attacks: one with its bite and one with its stone.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Stone. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.
Phillak
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 33 (5d8 + 10)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Skills Athletics +5
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the phillak can move up to its speed toward a hostile creature it can see.
Charge. If the phillak moves at least 20 feet straight toward a creature and then hits it with a ram 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 phillak can immediately make another attack with its hooves against it as a bonus action.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the phillak, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Actions
Multiattack. The phillak makes two attacks: one with its ram and one with its hooves.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Reactions
Kickback. If a creature within 5 feet of the phillak misses it with a melee attack, the phillak can make one hoove attack against that creature.
Porg
Tiny beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 10 ft., fly 50 ft., swim 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Survival +3
- Senses passive Perception 13
- Languages understands simple words and phrases in Basic, but can't speak
- Challenge 0 (10 XP) Proficiency Bonus: +2
Keen Smell. The porg has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Porg Swarm
Medium swarm of tiny beasts, unaligned
- Armor Class 12 (natural armor)
- Hit Points 24 (7d8 - 7)
- Speed 10 ft., fly 50 ft., swim 20 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +5, Survival +3
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 15
- Languages Basic (understands simple words and phrases but can't speak it)
- Challenge 1 (200 XP) Proficiency Bonus: +2
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny porg. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage or 5 (1d6 + 2) kinetic damage if the swarm has half its hit points or fewer.
Rancor, Adolescent
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 157 (15d10 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 4 (-3) 8 (-1) 6 (-2)
- Saving Throws Con +8
- Senses darkvision 120 ft., passive Perception 9
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Siege Monster. The rancor deals double damage to objects and structures.
Actions
Multiattack. The rancor makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Throw Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) kinetic damage.
Rancor, Adult
Huge beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 250 (20d12 + 120)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 10 (+0)
- Saving Throws Str +10, Dex +4, Con +10, Wis +4
- Skills Athletics +10
- Senses darkvision 120 ft., passive Perception 14
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Siege Monster. The rancor deals double damage to objects and structures.
Actions
Multiattack. The rancor makes three attacks: two with its claws and one with its bite. It can use its swallow instead of its bite.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) kinetic damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) kinetic damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.
Throw Boulder. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 25 (3d12 + 6) kinetic damage.
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 21 (6d6) acid damage at the start of each of the rancor's turns. If the rancor takes 25 damage or more on a single turn from a creature inside it, the rancor 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 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.
Rancor, Ancient
Huge beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 432 (32d12 + 224)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 16 (+3)
- Saving Throws Str +14, Dex +7, Con +14, Wis +7
- Skills Athletics +14
- Damage Resistances ion; energy and kinetic from unenhanced weapons
- Senses darkvision 120 ft., passive Perception 17
- Challenge 23 (50,000 XP) Proficiency Bonus: +7
Legendary Resistance (3/Day). If the rancor fails a saving throw, it can choose to succeed instead.
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.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) kinetic damage.
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) kinetic damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.
Throw Boulder. Ranged Weapon Attack: +14 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 on a DC 20 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 24 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.
Legendary Actions
The rancor 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 rancor regains spent legendary actions at the start of its turn.
Swipe. The rancor makes one claw attack.
Chomp (Costs 2 Actions). The rancor makes one bite attack or uses its swallow.
Throw (Costs 2 Actions). The rancor makes one throw boulder attack.
Frightful Roar (Costs 3 Actions). The rancor uses its Frightful Roar.
Rancor, Bull
Gargantuan beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 390 (20d20 + 180)
- Speed 40 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 28 (+9) 8 (-1) 12 (+1) 16 (+3)
- Saving Throws Str +17, Dex +8, Con +17, Wis +9
- Skills Athletics +17, Intimidation +11, Perception +9
- Damage Immunities ion; energy and kinetic from unenhanced weapons
- Senses darkvision 120 ft., passive Perception 19
- Challenge 28 (120,000 XP) Proficiency Bonus: +8
Legendary Resistance (3/Day). If the rancor fails a saving throw, it can choose to succeed instead.
Siege Monster. The rancor deals double damage to objects and structures.
Trampling Charge. If the rancor moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, that target must succeed on a DC 25 Strength saving throw or be knocked prone. If the target is prone, the rancor can make one bite attack against it as a bonus action.
Actions
Multiattack. The rancor can use its Frightful Roar. It then makes four attacks: one with its tusks, two with its claws, and one with its bite. It can use its swallow instead of its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) kinetic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) kinetic damage. If the target is a creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained. The rancor has two claws, and each claw can only grapple one creature at a time.
Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) kinetic damage.
Tusks. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) kinetic damage.
Throw Boulder. Ranged Weapon Attack: +17 to hit, range 80/320 ft., one target. Hit: 41 (5d12 + 9) kinetic damage.
Frightful Roar. Each creature of the rancor's choice within 90 feet of it must succeed a DC 22 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 42 (12d6) 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 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 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.
Legendary Actions
The rancor 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 rancor regains spent legendary actions at the start of its turn.
Tail. The rancor makes one tail attack.
Chomp (Costs 2 Actions). The rancor makes one bite attack or uses its swallow.
Throw (Costs 2 Actions). The rancor makes one throw boulder attack.
Frightful Roar (Costs 3 Actions). The rancor uses its Frightful Roar.
Rancor, Juvenile
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 95 (10d8 + 50)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 2 (-4) 8 (-1) 6 (-2)
- Senses darkvision 60 ft., passive Perception 9
- Challenge 2 (450 XP) Proficiency Bonus: +2
Siege Monster. The rancor deals double damage to objects and structures.
Actions
Multiattack. The rancor makes two attacks: one with its claws and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.
Ratidillo
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 63 (6d10 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 2 (-4) 10 (+0) 4 (-3)
- Skills Perception +4
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Standing Leap. The ratidillo's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) kinetic damage.
Deadly Leap (Recharge 5-6). The ratidillo leaps up to 30 feet to an empty space it can see. When it lands, each creature within 5 feet of it must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) kinetic damage. On a successful save, a creature takes only half the damage, isn't knocked prone, and is pushed 5 feet away from the ratidillo to an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone.
Ratidillo, Feral
Large beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 138 (12d10 + 72)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 2 (-4) 10 (+0) 4 (-3)
- Skills Perception +6
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
- Challenge 7 (2,900 xp) Proficiency Bonus: +3
Standing Leap. The ratidillo's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) kinetic damage.
Deadly Leap (Recharge 5-6). The ratidillo leaps up to 30 feet to an empty space it can see. When it lands, each creature within 5 feet of it must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 27 (6d6 + 6) kinetic damage. On a successful save, a creature takes only half the damage, isn't knocked prone, and is pushed 5 feet away from the ratidillo to an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone.
Rathtar
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 144 (17d10 + 51)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 4 (-3) 12 (+1) 4 (-3)
- Saving Throws Con +7
- Skills Stealth +4
- Damage Resistances ion, poison; energy and kinetic from unenhanced weapons
- Condition Immunities poisoned, prone
- Senses blindsight 60 ft., passive Perception 11
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Many-Eyed. The rathtar has advantage on saving throws made against being blinded.
Spider Climb. The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unhindered Movement. The rathar’s movement speed is not reduced while moving with a grappled creature.
Actions
Multiattack. The rathtar can use its Consume, and then it makes four flailing arm attacks. Alternatively, the rathtar can make four attacks: two with its grasping tentacles and two with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage, and the target is swallowed if it is a medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 14 (4d6) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold up to two Medium or smaller creatures inside it at a time. If the rathtar takes 20 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the swallowed creatures, which fall prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creatures are no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Flailing Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) kinetic damage, and the target is grappled (escape DC 17) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has ten arms and can have up to four creatures grappled at a time.
Grasping Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) kinetic damage. If the target is a Medium or smaller creature, it must also make a DC 17 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the rathtar. The rathtar has two grasping tentacles.
Consume. The rathtar moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. The first time the rathar enters a creature's space, the rathtar can make a bite attack against that creature. If the attack misses, the creature is pushed 5 feet back or to the side of the rathtar, takes 9 (2d8) kinetic damage, and is knocked prone.
Rathtar, Dwarf
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 85 (10d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 6 (-2)
- Saving Throws Con +7
- Skills Stealth +3
- Damage Resistances ion, poison
- Condition Immunities poisoned, prone
- Senses blindsight 60 ft., passive Perception 11
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Many-Eyed. The rathtar has advantage on saving throws made against being blinded.
Spider Climb. The rathtar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unhindered Movement. The rathar’s movement speed is not reduced while moving with a grappled creature.
Actions
Multiattack. The rathtar makes four flailing tentacle attacks, then makes one bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage, and the target is swallowed if it is a medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks other effects outside the rathtar, and takes 7 (3d4) acid damage at the start of each of the rathtar's turns. The rathtar's gullet can hold up to one Medium or smaller creature inside it at a time. If the rathtar takes 15 damage or more on a single turn from a creature inside it, the rathtar must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the rathtar. If the rathtar dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Flailing Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) kinetic damage, and the target is grappled (escape DC 15) if it is Medium or smaller. Until the grapple ends, the rathar can't use this arm on another target. The rathtar has eight arms and can have up to four creatures grappled at a time.
Reek, Adolescent
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Reek, Adult
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 114 (12d12 + 36)
- Speed 50 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Charge. If the reek moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 18 (4d8) kinetic damage. If the target is a Large or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) kinetic damage.
Rishi Eel
Huge beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 6 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3)
- Saving Throws Con +7
- Condition Immunities prone
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 9
- Languages —
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Tunneler. The eel can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eel. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the eel, and it takes 17 (5d6) acid damage at the start of each of the eel's turns.
If the eel takes 25 damage or more on a single turn from a creature inside it, the eel 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 eel. If the eel dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Rock Wart
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 14 (4d6)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
- Skills Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., passive Perception 9
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Desert Camouflage. The rock wart has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damage damage, and the target must make a DC 11 Constitution saving throw. On a success, the creature is unaffected by the venom. On a failure, the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Roggwart
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 14 (+2)
- Saving Throws Str +9, Wis +6
- Skills Athletics +13, Intimidation +6, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Cybernetic Enhancements. Roggwarts are often modified with cybernetic augmentations. Roll a d6 or choose from the following options to determine what enhancements the roggwart has. It can have a maximum of two enhancements at a time and cannot change enhancements once chosen.
(1) Cranial Implants. The roggwart's Intelligence score increases by 2, and it has advantage on Intelligence and Wisdom saving throws made against tech or force powers.
(2) Cybernetic Arm. The roggwart's Strength score increases by 2, and it can innately cast the pressure crush tech power as a bonus action on its turn if it is grappling a Large or smaller creature. It's techcasting ability is Strength (save DC 17) and it's a 5th-level techcaster.
(3) Hydraulic Leg. The roggwart's Dexterity score increases by 2, and it can leap up to 30 feet as a bonus action on its turn. When it lands it deals 5 kinetic damage to each creatures within 5 feet of where it lands.
(4) Exo-Skeleton. The roggwart's Constitution score increases by 2, and it gains resistance to Energy and Kinetic damage from unenhanced weapons.
(5) Mechanized Tentacles. The roggwart has four tentacles on its back. Each tentacle has an AC 10 and 5 hit points. The roggwart gains a number of special reactions each round equal to the number of tentacles it has. Once per turn, when a creature enters the roggwart's reach or moves 5 feet or greater while within its reach, it can make an opportunity attack against that creature using its tentacles.
(6) Tail Plating. The roggwart can grapple creatures with its tail, and when it is grappling a creature with its tail, it can use a bonus action on its turn to slam the target into the ground. The target must succeed on a DC 17 Strength saving throw or take 21 (6d6) kinetic damage and be knocked prone. On a successful save, the target takes half damage. Once it has been slammed in this way, the target is no longer grappled.
Actions
Multiattack. The roggwart uses its Frightening Presence, then makes one bite attack and two claw attacks. If it has the Tail Plating enhancement, it can replace one of its claw attacks with a tail attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.
Frightening Presence. Each creature of the roggwart's choice that is within 120 feet of the roggwart 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, 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 roggwart's Frightful Presence for the next 24 hours.
DPR strategy assumes you take Exo-Skeleton for resistance and increased Con as well as Tail Plating. Needs an attack for its tentacles.
Ronto
Huge beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 76 (8d12 + 24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 6 (-2)
- Skills Perception +2
- Senses darkvision 30 ft., passive Perception 12
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The ronto has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Trampling Charge. If the ronto moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the ronto can make one stomp attack against it as a bonus action.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) kinetic damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) kinetic damage.
Saava
Small plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 22 (4d6 + 8)
- Speed 0 ft. (vines 20 ft., climb 20 ft.)
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 4 (-3) 14 (+2) 12 (+1)
- Skills Perception +4
- Damage Immunities energy and kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone
- Senses tremorsense 60 ft. (blind beyond this point), passive Perception 14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Grasping Vines (2/Day). The saava can have up to three vines at a time. Each vine can be attacked (AC 10; 10 hit points; immunity to psychic and poison damage). A vine can also be broken if a creature takes an action and succeeds on a DC 12 Strength check against it. Destroying a vine in either way deals no damage to the saava, which can extrude a replacement vine on its next turn. The saava can do this a number of times equal to it's Constitution modifier per day. Vines can extend up to 60 feet from the saava and have a movement speed of 20 feet. and a climb speed of 20 feet.
Parasitic Drain. When the saava deals necrotic damage to a creature, it gains temporary hit points equal to the damage dealt.
Rooted. The saava is rooted in place and cannot move.
Actions
Multiattack. The saava makes one attack for each vine it has.
Entangle. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 4 (1d6 + 1) kinetic damage and the target is grappled (escape DC 12). While grappled in this way, the target is restrained and takes an additional 9 (2d8) necrotic damage at the start of each of its turns. Each vine can grapple only one creature at a time.
Sand Demon
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 133 (14d10 + 56)
- Speed 30 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 4 (-3) 16 (+3) 4 (-3)
- Saving Throws Dex +6, Con +8, Int +1
- Skills Perception +7
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 17
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Ambusher. In the first round of a combat, the sand demon has advantage on attack rolls against any creature it surprised.
Avoidant. Attacks made against the sand demon have their critical hit range reduced by 1, to a minimum of 1.
Chitinous Protection. The sand demon's eyes are shielded by a layer of strong membrane. It has advantage on saving throws against being blinded.
Surprise Attack. If the sand demon surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Tunneler. The sand demon can burrow through solid rock at half it burrowing speed and leaves a 10ft-diameter tunnel in its wake.
Actions
Multiattack. The sand demon makes three attacks: two with its legs and one with its bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) kinetic damage and the target is grappled (escape DC 17). While a creature is grappled in this way, it is restrained. The sand demon can only grapple one creature in this way at a time.
Leg Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Sando Aqua Monster
Gargantuan beast, unaligned
- Armor Class 22 (natural armor)
- Hit Points 409 (21d20 + 189)
- Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 28 (+9) 8 (-1) 18 (+4) 18 (+4)
- Saving Throws Str +18, Dex +13, Con +17, Wis +12
- Skills Insight +12, Intimidation +12, Perception +12, Stealth +13
- Damage Immunities cold, ion, lightning; energy and kinetic from unenhanced weapons
- Condition Immunities frightened, paralyzed, restrained
- Senses blindsight (while in water) 120 ft., darkvision 120 ft., passive Perception 22
- Challenge 27 (105,000 XP) Proficiency Bonus: +8
Amphibious. The aqua monster can breathe air and water.
Freedom of Movement. The aqua monster ignores difficult terrain, and effects can’t reduce its speed. It can spend 5 feet of movement to escape from being grappled.
Gargantuan Strength. The aqua monster’s weapon attacks are considered enhanced.
Legendary Resistance (3/Day). If the aqua monster fails a saving throw, it can choose to succeed instead.
Siege Monster. The aqua monster does double damage to objects and structures.
Actions
Multiattack. The aqua monster uses its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It can use its swallow instead of its bite.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) kinetic damage, and the target is grappled (escape DC 20).
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) kinetic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. The aqua monster has two claws, and each claw can only grapple one creature at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) kinetic damage.
Frightful Presence. Each creature of the aqua monster's choice within 120 feet of the aqua monster and aware of it must succeed on a DC 22 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 aqua monster's Frightful Presence for 24 hours.
Swallow. The aqua monster makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the aqua monster, and it takes 42 (12d6) acid damage at the start of each of the aqua monster's turns. If the aqua monster takes 50 damage or more on a single turn from a creature inside it, the aqua monster 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 monster. If the monster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Water Torrent (Recharge 5-6). The aqua monster exhales a torrent of water in a 120-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw, taking 42 (12d6) kinetic damage and 42 (12d6) cold damage on a failed save, or half as much on a successful one.
Legendary Actions
The aqua monster 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 aqua monster regains spent legendary actions at the start of its turn.
Detect. The aqua monster makes a Wisdom (Perception) check.
Tail Attack. The aqua monster makes a tail attack.
Whirlpool (Costs 2 Actions). The aqua monster creates a whirlpool in the water at a point it can see within 30 feet. The whirlpool is a 30-feet deep cylinder with a 10-foot radius centered on that point. On subsequent turns, the aqua monster can use its Whirlpool action again to maintain and move the whirlpool up to 30 feet in any direction along the surface of the water. The whirlpool sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a DC 21 Dexterity saving throw when it enters the whirlpool's area for the first time on a turn or starts its turn there. A creature takes 27 (6d8) kinetic damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 21 Strength saving throw or become restrained in the whirlpool until the power ends. When a creature starts its turn restrained by the whirlpool, the creature is pulled 5 feet deeper inside it, unless the creature is at the bottom. A restrained creature moves with the whirlpool and is submerged when the effect ends, unless the creature has some means to stay afloat. A restrained creature can use an action to make a DC 21 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlpool and is hurled 3d6x10 feet away from it in a random direction. The whirlpool lasts for one round. The aqua monster can repeat the legendary action again to maintain the whirlpool.
Sarlacc, Adult
Gargantuan plant, unaligned
- Armor Class 18 (natural armor)
- Hit Points 444 (24d20 + 192)
- Speed 0 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 26 (+8) 2 (-4) 10 (+0) 6 (-2)
- Saving Throws Str +15, Con +15, Wis +7, Cha +5
- Skills Perception +7, Stealth +7
- Damage Resistances ion, sonic; energy and kinetic from unenhanced weapons
- Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained
- Senses tremorsense 300 ft., passive Perception 17
- Challenge 24 (62,000 XP) Proficiency Bonus: +7
Buried. The sarlacc is resistant to damage from sources further than 60 feet away from it, and it has total cover from attacks and effects from sources further than 120 feet away from it.
Gargantuan Strength. The sarlacc’s weapon attacks are considered enhanced.
Grasping Tentacles. The sarlacc can have up to eight tentacles at a time. Each tentacle can be attacked (AC 18; 40 hit points; immunity to psychic damage). A tentacle can also be destroyed if a creature takes an action and succeeds on a DC 23 Strength check against it. Destroying a tentacle in either way deals no damage to the sarlacc, which can extrude a replacement tentacle as a legendary action.
Legendary Resistance (3/Day). If the sarlacc fails a saving throw, it can choose to succeed instead.
Rooted. The sarlacc is rooted in place and cannot move.
Actions
Multiattack. The sarlacc makes three tentacle attacks. It can replace one tentacle attack with a bite.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) kinetic damage. , and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained.
Tentacle. Melee Weapon Attack: +15 to hit, reach 60 ft., one target. Hit: 26 (4d8 + 8) kinetic damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained. The sarlacc has eight tentacles, each of which can grapple one target.
Swallow. The sarlacc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sarlacc, and it takes 35 (10d6) psychic damage at the start of each of the sarlacc's turns. If the sarlacc takes 40 damage or more on a single turn from a creature inside it, the sarlacc must succeed on a DC 23 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 sarlacc. If the sarlacc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Pheromones (Recharge 5-6). The sarlacc releases pheromones in a 300-foot radius. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save the creature is charmed by the sarlacc for 1 minute. While charmed this way, the target tries to get as close to the sarlacc as possible, using its actions to Dash until it is within 5 feet of the sarlacc. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the sarlacc's Pheromones for 24 hours.
Legendary Actions
The sarlacc 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 sarlacc regains spent legendary actions at the start of its turn.
Extrude Tentacle. The sarlacc replaces a destroyed tentacle.
Reel. The sarlacc pulls each creature grappled by it up to 30 feet straight towards it.
Tentacle. The sarlacc makes one tentacle attack.
Chomp (Costs 2 Actions). The sarlacc makes one bite attack or uses its swallow.
Earth-Shaking Movement (Costs 3 Actions). The sarlacc sends a shockwave through the ground in a 120-foot radius circle centered on itself. That area becomes difficult terrain for 1 round. Each creature on the ground in the area must succeed on a DC 23 Constitution saving throw. A creature takes 44 (8d10) kinetic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. A creature that fails the save by 5 or more is pulled 15 feet downwards and towards the sarlacc.
Scazz
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
- Skills Perception +4
- Senses passive Perception 14
- Challenge 1 (200 XP) Proficiency Bonus: +2
Pack Tactics. The scazz has advantage on an attack roll against a creature if at least one of the scazz's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the scazz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.
Leap Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 12). While the target is grappled in this way, it is considered restrained.
Scrange
Huge beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 126 (12d12 + 48)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Dex +4, Con +7
- Skills Perception +4, Stealth +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Ambusher. In the first round of a combat, the scrange has advantage on attack rolls against any creature it surprised.
Bioluminescent. The scrange either emits dim light in a 10-foot radius, or bright light in a 10-foot radius and dim light for an additional 10 feet. It can switch its brightness as a bonus action.
Hold Breath. The scrange can hold its breath for 30 minutes.
Mud Camouflage. The scrange has advantage on Dexterity (Stealth) checks made to hide in muddy terrain.
Surprise Attack. If the scrange surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The scrange makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) kinetic damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) kinetic damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Scurrier
Small beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 7 (2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3)
- Senses darkvision 60 ft., passive Perception 10
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Smell. The scurrier has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The scurrier has advantage on an attack roll against a creature if at least one of the scurrier’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the target must succeed on a DC 10 Constitution saving throw or become infected with Scurrier Disease. A creature infected with Scurrier Disease's vision becomes blurry. The creature takes a −1 penalty to Attack Rolls and Ability Checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by enhanced means such as the restoration power.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Shaak
Large beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 25 (3d10 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
- Damage Resistances kinetic from unenhanced weapons
- Senses passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Buoyant Helplessness. The shaak's large body allows it to float in water. While in water, its speed is 0.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Shrub
Small plant, unaligned
- Armor Class 9 (natural armor)
- Hit Points 10 (3d6)
- Speed 15 ft.
STR DEX CON INT WIS CHA 2 (-4) 8 (-1) 10 (+0) 2 (-4) 10 (+0) 6 (-2)
- Damage Vulnerabilities fire
- Damage Resistances kinetic
- Condition Immunities blinded, charmed, deafened, prone
- Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
- Challenge 0 (10 XP) Proficiency Bonus: +2
False Appearance. While the shrub remains motionless, it is indistinguishable from a normal bush.
Actions
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damage.
Shyrack
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 2 (1d6 - 1)
- Speed 0 ft., fly 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Condition Immunities blinded
- Senses blindsight 60 ft., passive Perception 13
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Echolocation. The shyrack can't use its blindsight while deafened.
Keen Hearing. The shyrack has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Shyrack Swarm
Large swarm of small beasts, unaligned
- Armor Class 12 (natural armor)
- Hit Points 38 (7d10)
- Speed 0 ft., fly 20 ft.
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Damage Resistances energy, kinetic
- Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses blindsight 60 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
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 beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d4 + 4) kinetic damage, or 9 (2d4 + 4) kinetic damage if the swarm has half its hit points or fewer.
Sibian Hound
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Sketto
Small beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 3 (1d6)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 4 (-3)
- Senses darkvision 60 ft., passive Perception 9
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Sunlight Sensitivity. While in sunlight, the sketto has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the sketto attaches to the target. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.
Sketto Swarm
Large swarm of small beasts, unaligned
- Armor Class 13 (natural armor)
- Hit Points 44 (8d10)
- Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 2 (-4) 8 (-1) 4 (-3)
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 9
- Challenge 3 (700 XP) Proficiency Bonus: +2
Sunlight Sensitivity. While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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 beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (4d4 + 3) kinetic damage, or 8 (2d4 + 3) kinetic damage if the swarm has half its hit points or fewer. The swarm loses 3 (1d6) hit points, and a single sketto attaches to the target, detaching from the swarm as its own creature. While attached, the sketto doesn't attack. Instead, at the start of each of the sketto's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. Droids and constructs are immune to this effect. The sketto can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the sketto.
Skungus
Medium plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 19 (3d8 + 6)
- Speed 0 ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (0) 14 (+2) 2 (-4) 10 (+0) 8 (-1)
- Damage Vulnerabilities fire
- Damage Resistances acid, poison
- Damage Immunities energy and kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, deafened, poisoned, prone
- Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
- Challenge 3 (700 XP) Proficiency Bonus: +2
Enlarge. The skungus can enlarge itself in defense when a creature comes within 5 feet of it. When it does so, it becomes Large in size. Creatures within 5 feet of it when it enlarges must make a DC 12 Dexterity saving throw or take 2 (1d4) kinetic damage and be pushed 5 feet away from the plant. On a success it takes no damage but is still pushed.
Reflective Shell. Any time the skungus is targeted by a ranged weapon attack, roll a d6. On a 1 to 5, the skungus is unaffected. On a 6, the skungus is unaffected, and the attack is reflected back at the attacker as though it originated from the skungus, turning the attacker into the target.
Stench. Any creature that starts its turn within 5 feet of the skungus must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the skungus' Stench for 24 hours.
Actions
Thorns. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (3d8 + 1) kinetic damage and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for one minute. On a success the creature takes half poison damage and is not poisoned.
Burst. The skungus explodes in a burst of acid and thorns in a 20 foot radius. Every creature in the area must succeed on a DC 12 Dexterity saving throw or take 13 (3d8) kinetic damage and 13 (6d8) acid damage. The affected area is considered difficult terrain for 1 minute and is coated in acid. A creature that enters the area for the first time on a turn or starts its turn there takes 3 (1d6) acid damage. The explosion destroys the skungus' body.
Reactions
Death Burst. When the skungus is reduced to one quarter or fewer of its hit points (5) or is forcibly moved from its space and hits another creature or object, it can use its reaction to use its Burst.
Sleen
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (3d10 + 6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception +3
- Challenge 1 (200 XP) Proficiency Bonus: +2
Trampling Charge. If the sleen 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 sleen can immediately make another attack with its bite against it as a bonus action.
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.
Slyyyg
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 10 ft.
STR DEX CON INT WIS CHA 18 (+4) 4 (-3) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Str +7
- Damage Resistances force
- Damage Immunities acid, fire, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Force Resistance. The slyyyg has advantage on saving throws against force powers.
Slime Body. A creature that touches the slyyyg or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
Actions
Multiattack. The slyyyg makes two ram attacks.
Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Toxic Sludge (Recharge 5-6). The slyyyg sprays toxic sludge in a 15-foot cone, coating everything in the affected area. The affected area is considered difficult terrain and lasts for 1d4 rounds. A creature that enters the area for the first time on a turn or starts its turn there must make a DC 13 Constitution saving throw. On a fail, a creature takes 11 (2d10) acid damage and is poisoned for one minute. On a successful saving throw, a creature takes half damage and is not poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns to end the effect. A creature that succeeds on the saving throw or has the effected ended on it has advantage on saving throws against all slyyyg's poison for 24 hours.
Splox
Small beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 14 (4d6)
- Speed 30 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 4 (-3)
- Skills Stealth +4
- Senses passive Perception 9
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Pack Tactics. The splox has advantage on an attack roll against a creature if at least one of the splox's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Reactions
Contort. If a creature makes a melee attack roll against the splox, it can use its reaction to add 3 to its AC until the start of its next turn, including the triggering attack. If the attack misses, the next attack roll an ally of the splox makes against that target has advantage, and the splox can immediately move 5 feet away from the creature without provoking opportunity attacks. If the attack hits, the splox cannot move, and its speed is reduced to 0 until the end of its next turn.
Spotlight Sloth
Medium beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 6 (-2) 14 (+2) 6 (-2)
- Damage Vulnerabilities poison
- Senses passive Perception 12
- Challenge 2 (450 XP) Proficiency Bonus: +2
Bioluminescent. The sloth radiates dim light in a 10 foot radius.
Actions
Multiattack. The sloth makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Fling Mud. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) kinetic damage. If the target is a Large or smaller creature, it is must also make a DC 13 Dexterity saving throw. On a failure, it is also blinded until the end of its next turn.
Steelpecker
Tiny beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 9 (2d4 + 4)
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 4 (-3)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Iron Scent. The steelpecker can pinpoint, by scent, the location of metal within 30 feet of it.
Keen Sight and Smell. The steelpecker has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage. The steelpecker devours any unenhanced metal object it attacks. If the object isn't being worn or carried, the attack destroys a 1-inch cube of it. If the object attacked is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object attacked is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Steep
Medium beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 54 (10d8 + 10)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 2 (-4)
- Skills Perception +2, Stealth +3
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 12
- Challenge 3 (700 XP) Proficiency Bonus: +2
Amphibious. The steep can breathe air and water.
Reckless. At the start of its turn, the steep can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest). If the steep takes 10 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: 11 (2d8 + 2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the steep can't bite another target.
Stintaril
Tiny beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
- Senses darkvision 30 ft., passive Perception 10
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Keen Smell. The stintaril has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The stintaril has advantage on an attack roll against a creature if at least one of the stintaril’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) kinetic damage.
Stintaril Swarm
Medium swarm of tiny beasts, unaligned
- Armor Class 11 (natural armor)
- Hit Points 24 (7d8 - 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 4 (-3) 10 (+0) 8 (-1) 2 (-4) 10 (+0) 4 (-3)
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 30 ft., passive Perception 10
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (3d4) kinetic damage or 5 (2d4) kinetic damage if the swarm has half its hit points or fewer.
Swamp Slug
Huge beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 175 (14d12 + 84)
- Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 22 (+6) 2 (-4) 12 (+1) 6 (-2)
- Saving Throws Str +10, Con +10, Cha +2
- Skills Perception +5
- Damage Resistances energy and kinetic from unenhanced weapons
- Damage Immunities poison
- Condition Immunities poisoned, prone
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 15
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Hold Breath. The slug can hold its breath for 1 hour.
Stench. Any creature other than a swamp slug that starts its turn within 10 feet of the swamp slug must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any swamp slug for 1 hour.
Toxic Body. A creature that touches the slug or hits it with a melee attack while within 5 feet of it takes 9 (2d8) poison damage.
Actions
Multiattack. The slug makes one bite attack and one slam attack. It can replace its bite attack with a swallow.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the slug can't bite another target.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) kinetic damage.
Swallow. The slug makes a bite attack against a Large or smaller target it is grappling. On a hit, the target takes the bite's normal damage, is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) kinetic damage and 7 (2d6) acid damage at the start of each of the slug's turns. The slug can have only one target swallowed at a time. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Taozin
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 133 (14d12 + 42)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 4 (-3) 16 (+3) 2 (-4) 14 (+2) 12 (+1)
- Saving Throws Str +6
- Damage Resistances energy
- Condition Immunities blinded, charmed, deafened, poisoned, prone
- Senses tremorsense 60 ft., passive Perception 12
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Force Invisibility. The taozin is undectectable by force powers or force effects, and can't be seen through force sight.
Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.
Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.
Transparent Trap. The taozin maintains a series of invisible snare-like lines of web. A successful DC 14 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.
Actions
Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage plus 3 (1d6) acid damage.
Coils. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 14 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 14). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 22 (5d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 14 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.
Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 14 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.
Taozin, Ancient
Gargantuan beast, unaligned
- Armor Class 18 (natural armor)
- Hit Points 247 (17d20 + 68)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 4 (-3) 18 (+4) 2 (-4) 16 (+3) 12 (+1)
- Saving Throws Str +8, Wis +8, Cha +6
- Damage Resistances energy
- Condition Immunities blinded, charmed, deafened, poisoned, prone
- Senses tremorsense 60 ft., passive Perception 13
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Force Invisibility. The taozin is undetectable by force powers or force effects, and cannot be seen through force sight.
Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.
Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.
Transparent Trap. The taozin maintains a series of invisible snare-like lines of web. A successful DC 16 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 18). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.
Actions
Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils. Once it has coiled around one creature it stops coil attacks against others.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) kinetic damage plus 7 (2d6) acid damage.
Coils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 27 (6d8) acid damage, and the target creature must make a successful DC 16 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 16). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 45 (10d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 16 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.
Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 16 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.
Tauntaun
Large beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 15 (2d10 + 4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 4 (-3)
- Damage Resistances cold
- Senses passive Perception 9
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Thevaxan Marauder
Gargantuan beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 231 (14d20 + 84)
- Speed 60 ft., swim 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 22 (+6) 2 (-4) 10 (+0) 10 (+0)
- Skills Perception +5
- Senses passive Perception 15
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Legendary Resistance (3/Day). If the marauder fails a saving throw, it can choose to succeed instead.
Siege Monster. The marauder deals double damage to objects and structures.
Actions
Multiattack. The marauder makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 33 (4d12 + 7) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the marauder moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the marauder can’t bite another target.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 21 (4d6 + 7) kinetic damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit 25 (4d8 + 7) kinetic damage.
Frightening Presence. Each creature of the marauder’s choice that is within 120 feet of the marauder and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 marauder’s Frightful Presence for the next 24 hours.
Legendary Actions
The marauder 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 marauder regains spent legendary actions at the start of its turn.
Move. The marauder moves up to half its speed.
Roar. The marauder uses its Frightful Presence.
Tail Attack (Costs 2 Actions). The marauder makes one tail attack.
Tree
Large plant, unaligned
- Armor Class 13 (natural armor)
- Hit Points 66 (7d10 + 28)
- Speed 15 ft.
STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 18 (+4) 10 (+0) 10 (+0) 6 (-2)
- Damage Vulnerabilities fire
- Damage Resistances kinetic
- Condition Immunities blinded, charmed, deafened, frightened, prone
- Senses tremorsense 120 ft. (blind beyond this radius), passive Perception 10
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) kinetic damage.
Tusk Cat
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 32 (5d10 + 5)
- Speed 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 6 (-2)
- Skills Perception +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Sight and Smell. The tusk cat has advantage on Wisdom (Perception) checks that rely on sight and smell.
Trampling Charge. If the tusk cat moves at least 20 feet straight toward a creature and then hits it with a tusk 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 tusk cat can make one hooves attack against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) kinetic damage.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Twirrl
Tiny beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 3 (2d4 - 2)
- Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 8 (-1) 4 (-3) 14 (+2) 6 (-2)
- Skills Perception +4
- Senses passive Perception 14
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Dive Attack. If the twirrl is flying and dives at least 30 feet straight toward a target and then hits it with a talon attack, the attack deals an extra 2 (1d4) damage to the target.
Keen Sight. The twirrl has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Varactyl, Adolescent
Large beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 13 (2d10 + 2)
- Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)
- Senses passive Perception 10
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Charge. If the varactyl moves at least 20 feet toward a target and hits it with a bite attack on that turn, the target takes an extra 3 (1d6) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.
Varactyl, Adult
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 42 (5d10 + 15)
- Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)
- Senses passive Perception 11
- Challenge 2 (450 XP) Proficiency Bonus: +2
Trampling Charge. If the varactyl moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Veermok
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 30 (4d10 + 8)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 4 (-3)
- Saving Throws Dex +4
- Skills Athletics +5, Perception +3, Stealth +6
- Damage Resistances energy
- Senses passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Alert. The veermok has advantage on initiative checks. Additionally, it can't be surprised.
Actions
Multiattack. The veermok makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage, and the target is grappled (escape DC 13).
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Vesuvague Tree
Large plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 168 (16d10 + 80)
- Speed 10 ft.
STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 20 (+5) 2 (-4) 6 (-2) 4 (-3)
- Damage Vulnerabilities fire
- Damage Resistances kinetic
- Condition Immunities blinded, deafened, exhaustion, frightened
- Senses blindsight 90 ft. (blind beyond this radius), passive Perception 8
- Languages understands Basic but can't speak it
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Multiattack. The tree makes two constrict attacks.
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 16).
Vesuvague Vines
Large plant, unaligned
- Armor Class 12 (natural armor)
- Hit Points 78 (12d10 + 12)
- Speed 20 ft., climb 15 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 12 (+1) 10 (+0) 6 (-2) 4 (-3)
- Damage Vulnerabilities fire
- Condition Immunities blinded, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Challenge 3 (700 XP) Proficiency Bonus: +2
False Appearance. While the vines remain motionless, they are indistinguishable from normal vines.
Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 22 (4d8 + 4) kinetic damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the vines can't constrict another target. A grappled creature takes 4 (1d8) kinetic damage at the start of each of the vines turns.
Vixian Mauler
Huge beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 230 (20d12 + 100)
- Speed 40 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 20 (+5) 4 (-3) 12 (+1) 6 (-2)
- Saving Throws Con +11, Wis +7, Cha +4
- Skills Perception +7
- Condition Immunities blinded
- Senses blindsight 120 ft., passive Perception 17
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Fury. When the mauler is reduced to one quarter of its max hit points (57) it gains the following benefits: it's slam attacks deal an additional damage die of damage, it becomes immune to the charmed and frightened conditions and ends any such effects currently on it, and gains 30 temporary hit points.
Legendary Resistance (3/Day). If the mauler fails a saving throw, it can choose to succeed instead.
Siege Monster. The mauler deals double damage to objects and structures.
Actions
Multiattack. The mauler uses its Frightening Roar, then makes three slam attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) kinetic damage.
Fierce Swipe (Recharge 5-6). The mauler swipes with its claw with force-enhanced power, affecting a 30-foot cone. Each creature in the area that can cast force powers must make a DC 18 Wisdom or Charisma saving throw (their choice) or be silenced until the end of the mauler's next turn. A silenced creature is unable to cast force powers, and any attempt results in the power failing. Additionally, creatures within 10 feet of the mauler must make a DC 18 Dexterity saving throw or take 16 (2d8 + 7) kinetic damage.
Frightening Roar. Each creature of the mauler’s choice that is within 120 feet of the mauler and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 mauler’s Frightening Roar for the next 24 hours.
Legendary Actions
The mauler 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 mauler regains spent legendary actions at the start of its turn.
Leap. The mauler leaps up to 40 feet towards a hostile creature.
Slam. The mauler makes one slam attack.
Force Breach (Costs 2 Actions). The mauler uses its Fierce Swipe ability if it is available.
Vorantikus
Huge beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 189 (18d12 + 72)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 8 (-1)
- Saving Throws Str +10, Con +8, Wis +6
- Skills Athletics +10
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses blindsight 20 ft., darkvision 120 ft., passive Perception 16
- Languages understands Gormak and Voss but can't speak them
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Keen Striking. The vorantikus scores a critical hit on a roll of 19 or 20. If at least one of the vorantikus' allies is within 5 feet of its target and the ally isn't incapacitated, the vorantikus instead scores a critical hit on a roll of 18-20.
Siege Monster. The vorantikus deals double damage to objects and structures.
Tech Resistance. The vorantikus has advantage on saving throws against tech powers.
Actions
Multiattack. The vorantikus makes three attacks: two with its claws and one with its slam.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) kinetic damage.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) kinetic damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Ground Pound (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) kinetic damage. Additionally, each creature within 20 feet of the target must make a DC 18 Strength saving throw or take 13 (3d8) force damage and be knocked prone. On a successful save, a creature takes half damage and isn't knocked prone.
Vornskr
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 14 (4d6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 6 (-2)
- Saving Throws Wis +4
- Skills Perception +4, Stealth +6
- Senses darkvision 60 ft., passive Perception 14
- Challenge 1 (200 XP) Proficiency Bonus: +2
Force Tracking. The vornskr can sense the presence of force-sensitive creatures and force-imbued objects up to 1 mile away. It knows the general direction they’re in but not their exact locations.
Keen Smell. The vornskr has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The vornskr makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage plus 7 (2d6) poison damage. If the target is a creature it must also make DC 13 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.
Vrblther, Alpha
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 75 (10d10 + 20)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 2 (-4) 14 (+2) 8 (-1)
- Saving Throws Con +5
- Skills Athletics +7, Perception +5
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 15
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aura of Bloodthirst. If the vrblther isn't incapacitated, any other vrblther can make a melee attack as a bonus action while within 20 feet of it.
Keen Sight and Smell. The vrblther has advantage on Wisdom (Perception) checks that rely on sight and smell.
Pack Tactics. The vrblther has advantage on an attack roll against a creature if at least one of the vrblther's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When the vrblther reduces a creature to 0 hit points with a melee attack on its turn, the vrblther can take a bonus action to move up to half its speed and make a claw attack.
Actions
Multiattack. The vrblther makes four attacks: two with its claws and two with its tusks.
Claws. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 11 (2d6 + 4) kinetic damage.
Tusks. Melee Weapon Attack: +7 to hit, reach 5, one target. Hit: 13 (2d8 + 4) kinetic damage.
Vrblther, Juvenile
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 26 (4d8 + 8)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Skills Athletics +4, Perception +3
- Damage Resistances poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Charge. If the vrblther 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 12 Strength saving throw or be knocked prone. If the target is prone, the vrblther can make another claw attack against it as a bonus action.
Keen Sight and Smell. The vrblther has advantage on Wisdom (Perception) checks that rely on sight and smell.
Pack Tactics. The vrblther has advantage on an attack roll against a creature if at least one of the vrblther's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5, one target. Hit: 5 (1d6 + 2) kinetic damage.
Vulptex
Small beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 10 (3d6)
- Speed 30 ft., burrow 10 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 4 (-3) 14 (+2) 6 (-2)
- Skills Perception +6, Stealth +4
- Senses darkvision 120 ft., passive Perception 16
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Keen Sight and Smell. The vulptex has advantage on Wisdom (Perception) checks that rely on sight or smell.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Wampa, Cliff
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 4 (-3) 12 (+1) 12 (+1)
- Saving Throws Con +7
- Skills Athletics +8, Perception +4, Stealth +3
- Senses darkvision 60 ft., passive Perception 14
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.
Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.
Stone Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The wampa makes two attacks: one with its claw and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the wampa can't bite another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Throw Boulder. Ranged Weapon Attack: +8 to hit, range 30/60, one target. Hit: 18 (2d12 + 5) kinetic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
REACTIONS
Revenge. When the wampa is dealt 15 damage or more by a single attack and survives, it can make a claw attack against the attacker.
Wampa, Snow
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 85 (10d10 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 10 (+0)
- Saving Throws Con +5
- Skills Athletics +6, Perception +3, Stealth +3
- Damage Immunities cold
- Senses darkvision 60 ft., passive Perception 13
- Challenge 3 (700 XP) Proficiency Bonus: +2
Fear of Fire. If the wampa takes fire damage, it has disadvantage on attack rolls and ability checks it makes until the end of its next turn.
Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.
Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.
Snow Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Actions
Multiattack. The wampa makes two attacks: one with its claw and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Throw Boulder. Ranged Weapon Attack: +6 to hit, range 30/60, one target. Hit: 17 (2d12 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
REACTIONS
Revenge. When the wampa is dealt 10 damage or more by a single attack and survives, it can make a claw attack against the attacker.
Wampa, Swamp
Large beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 76 (8d10 + 32)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 4 (-3) 10 (+0) 10 (+0)
- Saving Throws Con +6
- Skills Athletics +6, Perception +2, Stealth +2
- Senses darkvision 60 ft., passive Perception 12
- Challenge 3 (700 XP) Proficiency Bonus: +2
Keen Smell. The wampa has advantage on Wisdom (Perception) checks that rely on smell.
Reckless. At the start of its turn, the wampa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn.
Stench. Any creature other than a wampa that starts its turn within 10 feet of the wampa must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any wampa for 1 hour.
Swamp Camouflage. The wampa has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The wampa makes two attacks: one with its claw and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wampa can't bite another target.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Throw Boulder. Ranged Weapon Attack: +6 to hit, range 30/60, one target. Hit: 17 (2d12 + 4) kinetic damage. If the target is a creature, it must succeed a DC 14 Strength saving throw or be knocked prone.
REACTIONS
Revenge. When the wampa is dealt 12 damage or more by a single attack and survives, it can make a claw attack against the attacker.
Whisper Bird
Tiny beast, unaligned
- Armor Class 11 (natural armor)
- Hit Points 1 (1d4 - 1)
- Speed 5 ft., fly 60 ft.
STR DEX CON INT WIS CHA 2 (-4) 12 (+1) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
- Skills Stealth +5
- Senses passive Perception 11
- Challenge 0 (10 XP) Proficiency Bonus: +2
Flyby. The whisper bird doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Keen Sight. The whisper bird has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Woodoo
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 2 (-4) 12 (+1) 4 (-3)
- Damage Resistances poison, sonic
- Condition Immunities deafened, poisoned
- Senses passive Perception 11
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Charge. If the woodoo moves at least 20 feet straight toward a target and then hits it with a beak attack on the same turn, the target takes an extra 11 (2d10) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Multiattack. The woodoo makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Shriek (Recharge 6). The woodoo lets out a deafening shriek in a 60-foot cone. All creatures that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature takes 17 (5d6) sonic damage and is deafened for 1 minute. An affected creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half damage and isn't deafened.
Worrt
Medium beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 2 (-4)
- Skills Perception +3, Stealth +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 30 ft., passive Perception 13
- Challenge 1 (200 XP) Proficiency Bonus: +2
Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a success.
Worrt, Giant
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 2 (-4) 14 (+2) 2 (-4)
- Skills Perception +4, Stealth +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 14
- Challenge 3 (700 XP) Proficiency Bonus: +2
Stone Camouflage. The worrt has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) kinetic damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the worrt can't bite another target. The target must make a DC 12 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a success.
Swallow. The worrt makes a bite attack against a Medium or smaller target it is grappling. On a hit, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the worrt, and it takes 14 (4d6) acid damage at the start of each of the worrt's turns. The worrt can have only one target swallowed at a time. If the worrt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Wraid
Large beast, unaligned
- Armor Class 16 (natural armor)
- Hit Points 68 (8d10 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
- Skills Athletics +5
- Senses blindsight 30 ft., passive Perception 10
- Challenge 2 (450 XP) Proficiency Bonus: +2
Charge. If the wraid moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d8) kinetic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Multiattack. The wraid makes two attacks: one with its ram and one with its claws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Wyyyschokk
Medium beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 4 (-3)
- Saving Throws Dex +5, Wis +3
- Skills Stealth +7
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 11
- Challenge 3 (700 XP) Proficiency Bonus: +2
Pack Tactics. The wyyyschokk has advantage on an attack roll against a creature if at least one of the wyyyschokk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spider Climb. The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the wyyyschokk knows the exact location of any other creature in contact with the same web.
Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).
Wyyyschokk, Albino
Large beast, unaligned
- Armor Class 15 (natural armor)
- Hit Points 144 (17d10 + 51)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 4 (-3)
- Saving Throws Dex +8, Wis +6
- Skills Stealth +12
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Pack Tactics. The wyyyschokk has advantage on an attack roll against a creature if at least one of the wyyyschokk’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spider Climb. The wyyyschokk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the wyyyschokk knows the exact location of any other creature in contact with the same web.
Web Walker. The wyyyschokk ignores movement restrictions caused by webbing.
Actions
Multiattack. The wyyyschokk makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to kinetic, poison, and psychic damage).
Venom Spit (Recharge 6). The target must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at the end each of its turns, ending the effect on itself on a success.
Ysalamir
Tiny beast, unaligned
- Armor Class 10 (natural armor)
- Hit Points 2 (1d4)
- Speed 15 ft., climb 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
- Senses darkvision 30 ft., passive Perception 9
- Challenge 0 (10 XP) Proficiency Bonus: +2
Force Nullify. The ysalamir create a 10-foot radius bubble that neutralizes the presence of the force. The bubble doubles in radius for each ysalamir standing inside it.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 kinetic damage.
Ysalamiri Swarm
Large swarm of tiny beasts, unaligned
- Armor Class 10 (natural armor)
- Hit Points 33 (6d10)
- Speed 15 ft., climb 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 30 ft., passive Perception 9
- Challenge 1 (200 XP) Proficiency Bonus: +2
Force Nullify. The swarm creates a 150-foot radius bubble that neutralizes the presence of the force, or a 75-foot radius bubble if the swarm has half its hit points or fewer.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny ysalamir. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target in the swarm's space. Hit: 15 (6d4) kinetic damage, or 7 (3d4) kinetic damage if the swarm has half of its hit points or fewer.
Zakkeg
Large beast, unaligned
- Armor Class 17 (natural armor)
- Hit Points 76 (8d10 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 6 (-2) 18 (+4) 2 (-4) 10 (+0) 4 (-3)
- Saving Throws Str +8, Con +7
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses passive Perception 10
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Blood Frenzy. The zakkeg has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Smell. The zakkeg has advantage on Wisdom (Perception) checks that rely on smell.
Spiked Shell. Any creature that hits the zakkeg with a melee weapon attack while within 5 feet of it takes 4 (1d8) kinetic damage.
Actions
Multiattack. The zakkeg makes three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Zalaaca
Large beast, unaligned
- Armor Class 12 (natural armor)
- Hit Points 45 (6d10 + 12)
- Speed 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 14 (+2) 2 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Survival +3
- Senses darkvision 120 ft., passive Perception 13
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the zalaaca can move up to its speed toward a hostile creature that it can see.
Keen Sight. The zalaaca has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The zalaaca makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Humanoids
Ambush Master
Medium humanoid (human), any alignment
- Armor Class 17 (assault armor)
- Hit Points 149 (23d8 + 46)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 16 (+3) 14 (+2) 12 (+1)
- Saving Throws Str +5, Dex +9
- Skills Athletics +5, Perception +10, Stealth +13, Survival +10
- Senses darkvision 60 ft., passive Perception 20
- Languages Basic and any one other language
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Accomplished Ambusher. When the ambush master takes the attack action against a creature that is surprised, it can make an additional attack against that creature as part of that action.
Concealment. While in darkness, the ambush master is invisible to any creature that relies on darkvision to see it.
Hidden Crippler (3/Day). When the ambush master hits a creature with a ranged weapon attack while hidden, it can force the creature to make a DC 15 Dexterity saving throw. On a failed save, the creature’s speed is reduced to 0 until the end of the ambush master's next turn.
Mark of the Stalker. When the ambush master is hidden from the target of its Ranger's Quarry feature, the first attack roll the ambush master makes each round against that creature does not automatically reveal its position. Instead, the ambush master must make a Dexterity (Stealth) check contested by the quarry's Wisdom (Perception) check. On a success, the ambush master remains hidden. If the ambush master is more than 30 ft. away from its quarry, the Dexterity (Stealth) check is made with advantage.
Ranger's Quarry (3/Day). Once per round, the ambush master can mark a creature within 90 ft. as its quarry (no action required). Once per round, when the ambush master hits its quarry with a weapon attack, it deals an addtional 4 (1d8) weapon damage to it. Additionally, the ambush master has advantage on Wisdom (Perception) or Wisdom (Survival) checks to track the creature while the quarry and it are on the same planet.
Sneak Attack. Once per turn, the ambush master can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the ambush master that isn’t incapacitated.
Swift Pathfinder. The ambush master ignores difficult terrain and gains a +4 bonus to initiative rolls in addition to its Dexterity modifier. Additionally, on its first turn in combat, the ambush master has advantage on attack rolls against creatures that have not acted yet.
Techcasting. The ambush master is a 9th-level techcaster. Its techcasting ability is Intelligence (tech save DC 15, +7 to hit with tech powers). It has 39 tech points and knows the following tech powers:
At-will: electroshock, encrypted message, minor hologram, vortex shot
1st-level: alarm, element of surprise, target lock
2nd-level: charge power cell, detect invisibility, infiltrate, paralyze humanoid, smuggle, wire tow
3rd-level: greater hologramActions
Multiattack. The ambush master makes three weapon attacks.
Techblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 11 (1d12 + 5) energy damage.
Alpha-class ARC Trooper
Medium humanoid (human), lawful light
- Armor Class 18 (heavy exoskeleton)
- Hit Points 170 (20d8 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 18 (+4) 18 (+4) 18 (+4) 14 (+2)
- Saving Throws Str +7, Dex +11, Wis + +8
- Skills Athletics +7, Intimidation +6, Investigation +8, Medicine +8, Perception +12, Piloting +8, Stealth +11, Survival +12
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 22
- Languages Basic and Mando'a
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Traits
Brave. The trooper has advantage on saving throws against being frightened.
Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the trooper, and it can use its blaster weapons when making opportunity attacks.
Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.
Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The trooper makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) kinetic damage.
WESTAR-M5 Blaster Rifle. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 11 (1d8 + 7) energy damage.
WESTAR-M5 Rapid Fire. Ranged Weapon Attack: Range 80/320 ft., one target. One target within range must succeed on a DC 19 Dexterity saving throw or take 16 (2d8 + 7) energy damage.
WESTAR-M5 Grenade Launcher. The trooper loads and fires a grenade chosen from the options below, choosing a point within 60/240 feet. If the grenade is fired at long range, the saving throw is made at advantage.
Flash Grenade (3/Day). The trooper throws a grenade, choosing a point within 45 ft. Each creature within 10 feet must make a DC 17 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Fragmentation Grenade (3/Day). The trooper throws a grenade, choosing a point within 45 ft. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Ion Grenade (3/Day). The trooper throws a grenade, choosing a point within 45 ft. Each creature within 10 feet must make a DC 17 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Reactions
Leadership (1/Rest). The trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the trooper. A creature can benefit from only one Leadership die at a time.
ARC Trooper
Medium humanoid (human), lawful light
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 120 (16d8 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 14 (+2)
- Saving Throws Dex +9, Wis +6
- Skills Acrobatics +9, Investigation +7, Perception +6, Persuasion +6, Piloting +7, Stealth +9, Survival +6
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 16
- Languages Basic and Mando'a
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Traits
Brave. The trooper has advantage on saving throws against being frightened.
Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the trooper, and it can use its blaster weapons when making opportunity attacks.
Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide Action.
Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Two Weapon Mastery. The trooper adds its ability modifier to two-weapon fighting damage. Additionally the trooper gains a +1 bonus to AC while wielding a separate weapon in each hand (included).
Actions
Multiattack. The trooper makes two weapon attacks and can throw a grenade (if available) or make one offhand attack as a bonus action.
Vibrodagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Offhand Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Flash Grenade (3/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 16 Dexterity saving throw. On a failed save, a creature is blinded for 1 minute. At the start of an affected creature’s turn, they can repeat this save, ending the effect on a success.
Fragmentation Grenade (3/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Ion Grenade (3/Day). The trooper throws a grenade, choosing a point within 40 ft. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Reactions
Leadership (1/Rest). The trooper can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the trooper. A creature can benefit from only one Leadership die at a time.
Anzellan Droidsmith
Tiny humanoid (anzellan), chaotic good
- Armor Class 14 (small and nimble)
- Hit Points 2 (4d4 - 8)
- Speed 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 6 (-2) 18 (+4) 10 (+0) 12 (+1)
- Skills Investigation +6, Stealth +5, Technology +8
- Tools Astrotech +8
- Damage Resistances lightning
- Condition Immunities blinded, shocked
- Senses darkvision 120 ft.
- Languages Anzellan, Basic, Binary
- Challenge 1 (200 XP) Proficiency Bonus: +2
Detail Oriented. The droidsmith has advantage on Intelligence (Investigation) checks within 5 feet.
Puny. The droidsmith is too small to pack much of a punch. The droidsmith has disadvantage on strength saving throws.
Small and Nimble. The droidsmith is too small and fast to effectively target. The droidsmith has +1 AC (included) and has advantage on Dexterity saving throws.
Techcasting. The droidsmith is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 16 tech points and knows the following tech powers:
At-will: electroshock, on/off, temporary boost
1st-level: homing rockets, oil slick, repair droid
2nd-level: hold droid, motivator boost, truth serumActions
Ion Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 5 (1d4 + 3) ion damage.
Aqualish Enforcer
Medium humanoid (aqualish), chaotic dark
- Armor Class 16 (weave armor)
- Hit Points 93 (11d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 16 (+3)
- Saving Throws Str +6, Con +6
- Skills Intimidation +5
- Senses darkvision 60 ft., passive Perception 10
- Languages Aqualish, Basic, any one other language
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the aqualish can move up to its speed toward a hostile creature that it can see.
Heavy. The aqualish deals an additional +2 kinetic damage when it attacks with its vibroaxe (included).
Tech-Empowered Strikes. The aqualish deals an additional 4 (1d8) kinetic damage when it attacks with its vibroaxe (included).
Actions
Multiattack. The aqualish makes two weapon attacks.
Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (1d12 + 1d8 + 6) kinetic damage.
Slugthrower. Ranged Weapon Attack: +4 to hit, range 105/420 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.
Slugthrower Burst (Recharge 4-6). The aqualish sprays a 10-foot-cube area within range (range 105/420) with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking 6 (1d8 + 2) kinetic damage on a failed save, or half as much on a successful one.
Battle Cry (1/Day). Each creature of the aqualish's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the aqualish's next turn. The aqualish can then make one attack as a bonus action.
Assassin
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
- Saving Throws Dex +5, Int +3
- Skills Acrobatics +7, Deception +7, Perception +6, Stealth +7
- Damage Resistances poison
- Senses passive Perception 14
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
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.
Sneak Attack. Once per turn, the assassin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin that isn’t incapacitated.
Actions
Multiattack. The assassin makes two weapon attacks.
Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3) energy damage.
Baron Administrator
Medium humanoid (human), chaotic balanced
- Armor Class 17 (fiber armor)
- Hit Points 110 (20d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 12 (+1) 22 (+6) 16 (+3) 20 (+5)
- Saving Throws Dex +9, Int +10, Cha +9
- Skills Deception +13, Investigation +10, Perception +11, Persuasion +13, Piloting +10, Sleight of Hand +13, Stealth +9
- Condition Immunities charmed, frightened
- Senses passive Perception 21
- Languages Basic, Huttese, Rodese, Shyriiwook, Sullustese
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
All In (3/Day). When the baron makes an attack roll and the result is less than 20, it can roll 1d10 and add it to the roll. If the resulting sum is 20 or 23, the attack is considered a critical hit.
Critical Analysis. The baron can use its Intelligence modifier instead of Dexterity for attack and damage rolls against one target creature per turn.
Cunning Action. On each of its turns, the baron can use a bonus action to take the Dash, Disengage, or Hide action.
Idiot's Array. When a creature hits the baron with a weapon attack roll, roll 1d10. On a roll of 4 or higher, the baron takes damage equal to the minimum damage on the damage roll minus the value of the die. On a roll of 3 or lower, the baron instead takes the maximum damage.
Legendary Resistance (3/Day). When the Baron fails a saving throw, it can choose to succeed instead.
Lucky (3/Day). When the baron makes an attack roll, ability check, or saving throw, it can choose to roll an additional d20, and then choose which to use for the roll.
Lucky Number 7. Whenever the Baron rolls a 7 on an attack roll against the target of it's Critical Analysis feature, the attack automatically hits. When attacking with advantage or disadvantage, this effect applies if either roll is a 7. If both rolls are a 7, the attack is a critical hit.
Multitasker. The baron can take a second reaction each round. It can only take one reaction per turn.
Sneak Attack. Once per turn, the baron can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the baron that isn’t incapacitated.
Actions
Multiattack. When the baron makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +9 to hit, range 45/180 ft., one target. Hit: 9 (1d8 + 5) energy damage.
Reactions
Tell Me The Odds. If the most recent target of the baron's Critical Analysis hits it with a weapon attack, the baron can use its reaction to roll 1d10. On a 4 or higher, the baron imposes disadvantage on the roll. If the target already had disadvantage, they must instead reroll one of the dice once. On a 3 or lower, the attack deals damage as normal.
Black Market Lab Tech
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor, light shield generator)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 10 (+0)
- Saving Throws Dex +4
- Skills Lore +6, Perception +3, Technology +6
- Senses passive Perception 13
- Languages Basic, any two other languages
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Techcasting. The lab tech is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 23 tech points and knows the following tech powers:
At-will: acid splash, electroshock, poison spray, temporary boost
1st-level: kolto pack, overload, stack the deck, tracer bolt
2nd-level: electromesh, mirror image, scorching ray
3rd-level: sabotage charges, scramble interfaceActions
Ion Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d3 + 2) ion damage.
Black Sun Vigo
Medium humanoid (falleen), lawful dark
- Armor Class 16 (fiber armor, light shield generator)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
- Skills Animal Handling +6, Deception +10, Intimidation +10, Perception +6, Persuasion +10
- Senses passive Perception 16
- Languages Basic, Falleen
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Cunning Action. On each of its turns, the vigo can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the vigo can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the vigo that isn’t incapacitated.
Actions
Multiattack. The vigo makes two weapon attacks.
Hidden Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Exude Pheromones (Recharge 5-6). The vigo exudes pheromones that allow it to manipulate and control nearby creatures. Every creature within a 20-foot radius of the vigo must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that do not breathe are immune. While charmed, the target seeks to assist the vigo by any means (including attacking its enemies, and fulfilling its goals if these are known to the target). At the end of each of its turns or whenever it takes damage, the target can repeat the saving throw, ending the effect on a success.
B'omarr Monk Initiate
Medium humanoid (any), any neutral
- Armor Class 14 (natural armor)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 10 (+0) 12 (+1) 16 (+3) 8 (-1)
- Skills Deception +1, Lore +3, Medicine +5
- Senses passive Perception 13
- Languages Basic, Huttese
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Enlightened. The monk adds a d4 to any Intelligence or Wisdom checks it makes. Additionally, it can use its Wisdom modifier when calculating its AC, attack, and damage modifiers (included).
Actions
Hold-Out Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) energy damage.
Bounty Hunter
Medium humanoid (any), neutral balanced
- Armor Class 18 (heavy durasteel armor)
- Hit Points 97 (15d8 + 30)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 18 (+4) 14 (+2) 10 (+0)
- Saving Throws Dex +7, Int +7
- Skills Athletics +8, Perception +5, Stealth +7, Survival +8, Technology +7
- Senses passive Perception 15
- Languages Basic, Huttese
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Enhanced Tech. When the bounty hunter deals damage to a creature with its weapons, it deals an additional 3 (1d6) damage. The damage is of the same type as the weapon’s damage (already included in the damage).
Techcasting. The bounty hunter is a 6th-level techcaster. Its techcasting ability is Intelligence (tech save DC 15, +7 to hit with tech powers). It has 28 tech points and knows the following tech powers:
At-will: assess the situation, cryogenic burst, targeting shot
1st-level: absorb energy, energy shield, target lock, tracer bolt
2nd-level: infiltrate, smuggle, translocate
3rd-level: cryogenic suspension, explosionActions
Multiattack. The bounty hunter makes two melee weapon attacks or two ranged weapon attacks.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 1d6 + 4) kinetic damage.
Disruptor Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 13 (1d10 + 1d6 + 4) energy damage. When a creature is reduced to 0 hit points by the disruptor rifle, it must make a DC 12 Constitution saving throw. On a failed save, it dies immediately without making death saving throws. A disintegrated creature and everything it is wearing and carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.
Heavy Blaster Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 12 (1d8 + 1d6 + 4) energy damage.
Carbonite Blast (Recharge 5-6). The bounty hunter produces a beam of carbonite energy from its wrist launcher in a 15 foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much on a successful one. On a fail the creature will have its speed halved until the end of your next turn. If this damage reduces a creature to 0 hit points, that creature is frozen in carbonite and is subjected to the petrified condition for 1 hour.
Cantina Brawl
Huge swarm of medium humanoids, unaligned
- Armor Class 12 (natural armor)
- Hit Points 67 (9d12 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
- Damage Resistances kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Liquid Courage (Recharge 5-6). As a bonus action, the cantina brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The cantina brawl gains 7 (2d6) temporary hp for 1 minute.
Swarm. The cantina brawl can occupy another creature’s space and vice versa, and the cantina brawl can move through any opening large enough for a medium humanoid. Except for Liquid Courage, the cantina brawl can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The cantina brawl makes two weapon attacks.
Improvised Weapon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target in the cantina brawl's space or within range. Hit: 19 (6d4 + 4) kinetic damage, or 8 (3d4 + 1) kinetic damage if the cantina brawl has half its hit points or fewer.
Vibrodart. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 12 (4d4 + 2) kinetic damage, or 7 (2d4 + 2) if the cantina brawl has half its hit points or fewer.
Chemist
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor, light shield generator)
- Hit Points 88 (16d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 8 (-1)
- Saving Throws Dex +5, Int +7
- Skills Lore +7, Perception +4, Technology +7
- Senses passive Perception 14
- Languages Basic, two other languages
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Techcasting. The chemist is an 11th-level techcaster. Its techcasting ability is Intelligence (tech save DC 15, +7 to hit with tech powers). It has 48 tech points and knows the following tech powers:
At-will: acid splash, cryogenic burst, jet of flame, poison spray
1st-level: absorb energy, condense/vaporize, cryogenic blast, poison dart, smoke cloud, oil slick
2nd-level: acid dart, cryogenic volley, paralyze humanoid, pyrotechnics, toxin purge
3rd-level: cryogenic suspension, debilitating gas, explosion, protection from energy
4th-level: corrosive sphere, cryogenic storm
5th-level: toxic cloudActions
Hold-Out Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) energy damage.
Corporate Manager
Medium humanoid (any), lawful dark
- Armor Class 19 (assault armor, medium shield generator)
- Hit Points 99 (18d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 14 (+2) 16 (+3)
- Saving Throws Dex +7, Con +6 Int +10
- Skills Deception +12, Technology +10
- Damage Resistances damage from tech powers
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Tech Resistance. The manager has advantage on saving throws against tech powers.
Techcasting. The manager is an 18th-level techcaster. Its techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers). It has 77 tech points and knows the following tech powers:
At-will: electrical burst, electroshock, ion blast, jet of flame, poison spray, ward
1st-level: absorb energy, energy shield, tracer bolt
2nd-level: mirror image, pyrotechnics, translocate
3rd-level: diminish tech, explosion, tech override
4th-level: corrosive sphere, kolto reserve, salvo
5th-level: cryogenic spray, friendly fire, greater translocate
6th-level: programmed illusion, security protocols
7th-level: cage
8th-level: scrambling field
9th-level: invulnerabilityActions
Sonic Pistol. Ranged Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) sonic damage.
Commando
Medium humanoid (human), lawful good
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 153 (18d8 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Str +6, Dex +10, Wis +8
- Skills Acrobatics +10, Intimidation +7, Perception +8, Survival +8
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic and one other language
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Traits
Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.
Brave. The commando has advantage on saving throws against being frightened.
Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.
IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks relying on hearing or sight.
Actions
Multiattack. The commando makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) kinetic damage.
IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 6) energy damage.
IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12 + 6) energy damage.
IWS Antiarmor Mode (6/Day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 18 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Reactions
Leadership (1/Rest). The commando can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the commando. A creature can benefit from only one Leadership die at a time.
Commando, Demolitions
Medium humanoid (human), lawful good
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 170 (20d8 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 18 (+4) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Str +7, Dex +11, Wis +8
- Skills Acrobatics +11, Intimidation +8, Perception +8, Survival +8, Technology +9
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic and one other language
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Traits
Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.
Brave. The commando has advantage on saving throws against being frightened.
Breaching Charge Expert. When the commando installs a breaching charge, it can do so in 30 seconds, instead of 1 minute.
Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.
Innate Techcasting. The commando's innate techcasting modifier is Intelligence (tech save DC 17, +9 to hit with tech powers). It can innately cast the following powers:
At-will: combustive shot, jet of flame
3/Day: explosionIWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Actions
Multiattack. The commando makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) kinetic damage.
IWS Blaster Mode. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 6) energy damage.
IWS Sniper Mode. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 12 (1d12 + 6) energy damage.
IWS Antiarmor Mode (6/Day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 19 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 18 (4d6 + 4) kinetic damage on a failed save, or half as much as on a successful one.
Reactions
Volatile Reflexes. When the commando is the target of the melee attack, it can use its reaction to throw a grenade behind the attacking creature. The target must make a DC 19 Dexterity saving throw. On a failure, the attacking creature takes 18 (4d6 + 4) kinetic damage and has disadvantage on the triggering attack roll. On a success, the attacking creature takes half damage.
Commando, Sniper
Medium humanoid (human), lawful good
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 170 (20d8 + 80)
- Speed 30 ft., crawl 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Str +6, Dex +10, Wis +8
- Skills Acrobatics +10, Intimidation +7, Perception +8, Stealth +14
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic and one other language
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Traits
Advanced Positioning. Once per turn, when the commando hits with a ranged attack against a target 30 feet or more away and there are no enemies within 5 feet of the commando, the commando deals an extra 14 (4d6) damage to the target. This damage is the same type as the weapon’s damage.
Brave. The commando has advantage on saving throws against being frightened.
IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Prone Combatant. When prone, the commando does not have disadvantage on attack rolls made against targets within 30 feet of it.
Sharpshooting Master. The commando ignores half cover and three-quarters cover.
Actions
Multiattack. The commando makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) kinetic damage.
IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 6) energy damage.
IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12 + 6) energy damage.
IWS Antiarmor Mode (6/Day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 18 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Commando, Slicer
Medium humanoid (human), lawful good
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 153 (18d8 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 18 (+4) 20 (+5) 16 (+3) 16 (+3)
- Saving Throws Str +6, Dex +10, Int +9
- Skills Acrobatics +10, Intimidation +7, Perception +7, Technology +13
- Damage Resistances energy and kinetic from unenhanced sources
- Senses darkvision 60 ft., passive Perception 17
- Languages Basic and one other language
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Traits
Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.
Brave. The commando has advantage on saving throws against being frightened.
Close Quarters Shooter. Other creatures provoke an opportunity attack when they move to within 15 feet of the commando, and it can use its blaster weapons when making opportunity attacks.
Combat Casting. The commando has advantage on Constitution saving throws made to maintain concentration on a power. Additionally, when the commando uses its action to cast a tech power, it can make one weapon attack as a bonus action.
IWS. The IWS has three modes. As a bonus action, the commando can switch between modes.
Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Techcasting. The commando is a 9th-level techcaster. Its techcasting modifier is Intelligence (tech save DC 17, +9 to hit with tech powers). It has 41 tech points and knows the following tech powers:
At-will: combustive shot, encrypted message, ion blast
1st-level: aid droid, analyze, element of surprise, energy shield, tactical barrier
2nd-level: hold droid, paralyze humanoid
3rd-level: destroy tech, invisibility to cameras, tech override
4th-level: elemental accelerant, holding cell
5th-level: paralyze creature, shutdownActions
Multiattack. The commando makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) kinetic damage.
IWS Blaster Mode. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 10 (1d8 + 6) energy damage.
IWS Sniper Mode. Ranged Weapon Attack: +10 to hit, range 120/480 ft., one target. Hit: 12 (1d12 + 6) energy damage.
IWS Antiarmor Mode (6/Day). The commando fires a grenade, choosing a point within 60/240 feet. Each creature within 10 feet must make a DC 18 Dexterity saving throw. If the grenade is fired at long range, this saving throw is made at advantage. A creature takes 7 (2d6) kinetic damage on a failed save, or half as much as on a successful one.
Reactions
Sabotage. When the commando or any of its allies within 15 feet are the target of a tech power or are within the range of a tech power's area of effect, the commando can use its reaction to force the caster to make a DC 17 Intelligence saving throw. On a failure, the power's effects are negated and the caster takes 1d6 lightning damage per the level of the power it was casting. Additionally, the caster's tech focus is overloaded and cannot be used to cast tech powers for 1 minute. At the end of each of the caster's turns, it can repeat the saving throw, ending this effect on its focus on a success.
Corporate Intern
Medium humanoid (any), any alignment
- Armor Class 12 (combat suit)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
- Skills Perception +4
- Senses passive Perception 14
- Languages Basic, one other language
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Techcasting. The intern is a 1st-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers). It has 6 tech points and knows the following tech powers:
At-will: electroshock, jet of flame, poison spray, ward
1st-level: oil slick, smoke cloudActions
Electrobaton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage, and the target makes a DC 13 Constitution saving throw, taking 2 (1d4) lightning damage and gaining the shocked condition on a failed save.
Light Pistol. Ranged Weapon Attack: +3 to hit, 40/160 ft., one target. Hit: 3 (1d4 + 1) energy damage.
Corporate Employee
Medium humanoid (any), any alignment
- Armor Class 14 (fiber armor, light shield generator)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0)
- Saving Throws Dex +3
- Skills Lore +6, Perception +3, Technology +6
- Senses passive Perception 13
- Languages Basic, two other languages
- Challenge 2 (450 XP) Proficiency Bonus: +2
Techcasting. The employee is a 4th-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers). It has 18 tech points and knows the following tech powers:
At-will: acid splash, electroshock, poison spray, temporary boost
1st-level: kolto pack, overload, stack the deck, tracer bolt
2nd-level: electromesh, mirror imageActions
Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Corporate Chief Officer
Medium humanoid (any), any dark
- Armor Class 21 (heavy exoskeleton, heavy shield)
- Hit Points 209 (22d8 + 110)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 20 (+5) 20 (+5) 12 (+1) 18 (+4)
- Saving Throws Dex +6, Con +11, Int +11, Wis +7
- Skills Deception +10, Insight +7, Lore +11, Persuasion +10, Technology +11
- Damage Resistances lightning
- Condition Immunities exhaustion, frightened
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 17 (18,000 XP) Proficiency Bonus: +6
Electric Field. When a creature hits the chief officer with a melee attack, it takes 4 (1d8) lightning damage as long as the chief officer is not incapacitated.
Tech Resistance. The chief officer has advantage on saving throws against tech powers.
Techcasting. The chief officer is a 19th-level techcaster. Its techcasting ability is Intelligence (tech save DC 19, +11 to hit with tech powers). It has 81 tech points and knows the following tech powers:
At-will: electrical burst, electroshock, ion blast, jet of flame, poison spray, ward
1st-level: absorb energy, energy shield, tracer bolt
2nd-level: mirror image, pyrotechnics, translocate
3rd-level: diminish tech, explosion, tech override
4th-level: corrosive sphere, kolto reserve, salvo
5th-level: cryogenic spray, friendly fire, greater translocate
6th-level: programmed illusion, security protocols
7th-level: cage
8th-level: scrambling field
9th-level: invulnerabilityActions
Multiattack. The chief officer makes three Electrobaton attacks.
Electrobaton. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the target must succeed on a DC 13 constitution saving throw or take 2 (1d4) lightning damage and become shocked.
Conquering Presence (1/Day). Each creature within 30 feet of the chief officer must make a DC 19 Wisdom saving throw. On a failed save, a creature becomes frightened of the chief officer for 1 minute, and has its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.
Combat Engineer
Medium humanoid (any), unaligned
- Armor Class 13 (fiber armor)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 10 (0)
- Skills Technology +6
- Senses darkvision 60 ft., passive Perception 11
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Tactical Technology. When the engineer casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Techcasting. The engineer is a 7th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 31 tech points and knows the following tech powers:
At-will: acid splash, cryogenic burst, electroshock, jet of flame
1st-level: homing rockets, overload, smoke cloud
2nd-level: acid dart, magnetic field, scorching ray
3rd-level: explosion, kolto cloud, tactical advantage
4th-level: cryogenic stormActions
Vibrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.
Light Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4 + 1) energy damage.
Combat Engineer, Junior
Medium humanoid (any), unaligned
- Armor Class 12 (combat suit)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
- Skills Technology +4
- Senses passive Perception 10
- Languages Basic
- Challenge 1 (200 XP) Proficiency Bonus: +2
Techcasting. The junior engineer is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers). Itt has 14 tech points and knows the following tech powers:
At-will: electro shock, encrypted message, rime shot
1st-level: energy shield, homing rockets, repair droid, smoke cloud
2nd-level: acid dart, magnetic fieldActions
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 70/280 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Legendary Corellian Smuggler
Medium humanoid (human), chaotic balanced
- Armor Class 20 (fiber armor, light shield generator)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 24 (+7) 14 (+2) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Dex +13, Int +10, Wis +9, Cha +9
- Skills Acrobatics +13, Deception +15, Perception +9, Persuasion +15, Piloting +16
- Damage Resistances cold, energy, ion, kinetic, and lightning damage from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 19
- Languages Basic, Huttese, understands Shyriiwook but can't speak it
- Challenge 18 (20,000 XP) Proficiency Bonus: +7
Avoidance. If the smuggler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Alert. The smuggler cannot be surprised while conscious and has a +5 to its initiative rolls. Other creatures are not able to gain advantage on attack rolls against it as a result of being hidden from the smuggler.
Bad Feeling. When the smuggler rolls for initiative, it can move up to its speed. This movement happens before the initiative order is determined.
Cunning Action. On each of its turns, the smuggler can use a bonus action to take the Dash, Disengage, or Hide action.
Legendary Resistance (3/Day). When the smuggler fails a saving throw, it can choose to succeed instead.
Shoots First. When combat begins, the smuggler may take its turn immediately before the initiative order is determined. After this turn, initiative is rolled by all those in combat, including the smuggler.
Sneak Attack. Once per turn, the smuggler can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the smuggler that isn’t incapacitated.
Techcasting. The smuggler is an 11th-level techcaster. Its techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers). It has 48 tech points and knows the following tech powers:
At-will: assess the situation, combustive shot, encrypted message
1st-level: element of surprise, flash, oil slick, smoke cloud, stack the deck, target lock
2nd-level: capacity boost, infiltrate, mirror image, smuggle, translocate
3rd-level: debilitating gas, invisibility to cameras
4th-level: salvo
5th-level: mislead, override interface, shutdownActions
Multiattack. The smuggler makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 7) kinetic damage.
Modified DL-44 Blaster. Ranged Weapon Attack: +13 to hit, range 45/180 ft., one target. Hit: 20 (3d8 + 7) energy damage.
Reactions
Uncanny Dodge. The smuggler halves the damage that it takes from an attack that hits it. The smuggler must be able to see the attacker.
Cyborg Khagan
Medium humanoid (kaleesh), neutral dark
- Armor Class 17 (natural armor)
- Hit Points 136 (21d8 + 42)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
- Saving Throws Str +12, Dex +9, Con +8
- Skills Athletics +12, Intimidation +7, Perception +6, Stealth +9
- Damage Vulnerabilities ion
- Damage Resistances energy, kinetic, necrotic, poison, psychic
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 16
- Languages Basic, Huttese, Kaleesh, Pak Pak
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Circuitry. The cyborg khagan has disadvantage on saving throws against effects that would deal ion or lightning damage.
Cowardice. While the cyborg khagan has less than half its hit points remaining, it can take the Dash or Disengage actions as a Bonus action on each of its turns. Additionally, it gains advantage on all Dexterity (Stealth) and Dexterity (Acrobatics) checks.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the cyborg khagan, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Force Resistance. The cyborg khagan has advantage on saving throws against force powers.
Legendary Resistance (3/Day). If the cyborg khagan fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the cyborg khagan can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest). When the cyborg khagan is reduced to 0 hit points, it is reduced to 1 hit point instead.
Wrathful Combatant. The cyborg khagan's melee attacks deal +2 damage (included). Additionally, the cyborg khagan has advantage on all Strength checks and saving throws as long as it is not incapacitated.
Actions
Multiattack. The cyborg khagan can use its Crush Them!, Frightful Presence, or Whirling Advance, and then make two weapon attacks; or it can make four weapon attacks.
Lightsaber. Melee Weapon Attack. +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) energy damage.
Slam. Melee Weapon Attack.+12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) kinetic damage.
Heavy Blaster Pistol. Ranged Weapon Attack. +9 to hit, range 40/160 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Crush Them!. The cyborg khagan can direct one of its allies to strike. When it does so, it chooses an ally within 30 feet who can see or hear it. That ally can immediately use its reaction to make one weapon attack.
Frightful Presence. Creatures of the cyborg khagan's choice within 80 feet of it must make a DC 18 Wisdom saving throw or become frightened of the cyborg khagan 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 this ability for the next 24 hours.
Whirling Advance. Whirling its blades, the cyborg khagan advances with a shield of sparks and light. It chooses a creature within 30 feet to make a DC 18 Dexterity saving throw. On a failure, the target creature is pushed up to 10 feet away into an unoccupied space and the cyborg khagan moves into the space the target creature previously occupied. This movement does not provoke opportunity attacks. Additionally, the cyborg khagan has advantage on its next attack against the target creature. On a success, the cyborg khagan moves into a square adjacent to the target.
Reactions
Deflective Parry. When the cyborg khagan is hit by a melee attack while it is wielding one or more melee weapons, it can reduce the damage taken by 20 (1d10 + 15). If the damage is reduced to 0, the cyborg khagan can make a lightsaber attack against the attacker as part of this reaction.
Jedi Slayer. When a creature within 5 feet of the cyborg khagan casts a force power, the cyborg khagan use its reaction to make a melee attack against that creature.
Legendary Actions
The cyborg khagan 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 cyborg khagan regains spent legendary actions at the start of its turn.
Attack. The cyborg khagan makes one weapon attack.
Move. The cyborg khagan can move up to its movement speed without provoking opportunity attacks.
Advanced Cybernetics (Costs 2 Actions). The cyborg khagan can use either its Crush Them! or Whirling Advance actions.
Dark Trooper, Phase Zero
Medium humanoid (any), unaligned
- Armor Class 16 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 10 (+0)
- Skills Acrobatics +5, Perception +3
- Damage Vulnerabilities ion
- Damage Resistances necrotic, poison
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Circuitry. The trooper has disadvantage on saving throws against effects that would deal ion or lightning damage.
Jump Pack (Recharge 5-6). As a bonus action, the trooper can move double its movement speed, ignoring difficult terrain.
Actions
Multiattack. The trooper makes two weapon attacks.
Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Shotgun. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.
Frag Grenade (1/Day). The trooper throws a grenade, choosing a point within 40 feet. Each creature within 10 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.
Blaster Volley (Recharge 5-6). The trooper sprays a 10-foot cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
Death Trooper
Medium humanoid (human), lawful dark
- Armor Class 16 (weave armor)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
- Skills Perception +7, Stealth +10, Survival +4
- Senses blindsight 30 ft., darkvision 60 ft., truesight 15 ft., passive Perception 17
- Languages Basic, any one other language
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Enhanced Weaponry. The trooper's weapon attacks are considered enhanced for the purposes of overcoming resistances.
Keen Sensors. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The trooper can take the Disengage or Hide action as a bonus action on each of its turns.
Precise Shot (3/Day). As a bonus action before making a ranged weapon attack, the trooper can take aim at a vital point on a target, dealing an extra 7 (2d6) damage on a hit.
Snapshot Style. When making a ranged weapon attack while within 5 feet of a hostile creature, the trooper does not have disadvantage on the attack roll. Additionally, the trooper's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it.
Surprise Attack. If the trooper surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The trooper makes four attacks, or uses its thermal detonator and makes one attack.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.
Blaster Rifle Volley (Recharge 5-6). The trooper shoots a rain of deadly blaster bolts in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d8 + 4) energy damage on a failed save, or half as much damage on a successful one.
Thermal Detonator (3/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 20 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails its save is knocked prone.
Legendary Duros Hunter
Medium humanoid (duros), chaotic dark
- Armor Class 19 (unarmored defense)
- Hit Points 162 (25d8 + 50)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 18 (+4)
- Saving Throws Dex +11, Int +10, Wis +9, Cha +10
- Skills Acrobatics +11, Deception +10, Insight +9, Intimidation +10, Investigation +10, Medicine +9, Perception +9, Piloting +10, Stealth +11, Technology +10
- Senses darkvision 60 ft., passive perception 19
- Languages Basic, Binary, Durese, Huttese
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Breathing Mask. The hunter has advantage on saving throws against poison.
Legendary Resistance (3/Day). If the hunter fails a saving throw, it can choose to succeed instead.
Strong-Willed. The hunter has advantage on saving throws to resist being charmed or frightened.
Tech Resistance. The hunter has advantage on saving throws against tech powers.
Techcasting. The hunter is a 16th-level techcaster. Its techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers). The hunter has 68 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, encrypted message, jet of flame
1st-level: element of surprise, energy shield, expeditious retreat, holographic disguise
2nd-level: infiltrate, paralyze humanoid, shatter, translocate
3rd-level: explosion, fabricate trap, sabotage charges
4th-level: cloaking screen, salvo
5th-level: override interface, paralyze creature, toxic cloud
6th-level: disintegrate, programmed illusion
7th-level: delayed explosion
8th-level: incendiary cloudUnarmored Defense. While wearing no armor and wielding no shield, the hunter adds its Intelligence modifier to its AC (included).
Actions
Multiattack. The hunter makes four ranged attacks or three melee attacks, or it casts a power and makes an attack.
Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) kinetic damage.
Heavy Blaster Pistol. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 18 (3d8 + 5) energy damage.
Thermal Detonators (5/Day). The hunter throws a grenade, choosing a point within 40ft. Each creature within 10 feet must make a DC 19 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. A creature that fails the save is knocked prone.
Legendary Actions
The hunter 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 hunter regains spent legendary actions at the start of its turn.
Attack. The hunter makes an attack.
Eliminate (Costs 2 Actions). The hunter picks a target within 40 feet and makes a heavy blaster pistol attack at advantage. If the attack hits, the target takes damage as normal, and must make a DC 19 Constitution saving throw. On a failure, the target is stunned until the end of the hunter's next turn.
Techcasting (Costs 1 Action Per Level). The hunter casts a tech power, spending 1 legendary action per level of power cast.
Legendary Enhanced Hunter
Medium humanoid (human), neutral
- Armor Class 18 (fiber armor)
- Hit Points 171 (18d8 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 8 (-1)
- Saving Throws Str +11, Dex +12
- Skills Athletics +11, Technology +8, Insight +9, Investigation +8, Perception +15, Piloting +8, Stealth +12, Survival +9
- Damage Resistances energy, kinetic
- Damage Vulnerabilities fire
- Senses passive Perception 25
- Languages Basic, Huttese
- Challenge 18 (20,000 XP) Proficiency Bonus: +6
Cunning Action. On each of its turns, the hunter can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Senses. The hunter has advantage on Wisdom (Perception) checks.
Legendary Resistance (3/Day). If The hunter fails a saving throw, it can choose to succeed instead.
Precision Shot (4/Day). The hunter can roll its next ranged attack with advantage.
Sharpshooting Mastery. The hunter ignores half and three-quarters cover, and does not suffer disadvantage on ranged attack rolls at long range. Additionally, the hunter can take a -6 penalty on an attack roll with a blaster. If the attack hits, the hunter adds +12 to the damage roll.
Actions
Multiattack. The hunter makes three weapon attacks.
Fire Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) kinetic damage and 10 (3d6) fire damage.
Rifle Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage. Additionally, the target must make a DC 19 Constitution saving throw or become dazed.
Heavy Blaster Rifle. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 17 (2d10 + 6) energy damage.
Mini Grenades (1/Day). The hunter flings a barrage of mini grenades at a point within 55 feet. Each creature within 15 ft. must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) kinetic damage on a failed save, or half as much as on a successful one.
Smoke Grenade (1/Day). The hunter throws a smoke grenade at a point within 55 feet. The smoke grenade spews a thick cloud of fog in a 15 ft. radius, lasting 10 rounds. When entering the fog or starting its turn there, a creature must make a DC 19 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned, or half as much on a successful save and is not poisoned.
Reactions
Retaliatory Strike. If a melee attack misses the hunter, it can use its reaction to make a rifle bash attack against that creature.
Legendary Actions
The hunter 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 hunter regains spent legendary actions at the start of its turn.
Duck and Weave. The hunter moves up to its speed without provoking opportunity attacks.
Heavy Fire. The hunter makes one heavy blaster rifle attack.
Grenades (Costs 2 Actions). The hunter can use either of its grenade attacks.
Ewok Villager
Small humanoid (ewok), chaotic balanced
- Armor Class 11 (natural armor)
- Hit Points 7 (2d6)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Senses passive perception 10
- Languages Basic (understands but cannot speak), Ewokese
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Keen Smell. The ewok has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Treeclimber. The ewok has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Actions
Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Ewok Warrior
Small humanoid (ewok), chaotic balanced
- Armor Class 13 (natural armor)
- Hit Points 7 (2d6)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
- Skills Nature +2, Stealth +4, Survival +3
- Senses passive Perception 11
- Languages Basic (understands but cannot speak), Ewokese
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Keen Smell. The ewok has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Pack Tactics. The ewok has advantage on an attack roll against a creature if at least one of the ewok's allies is within 5 feet of the creature and the ally isn't incapacitated.
Treeclimber. The ewok has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Actions
Wooden Spear. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) kinetic damge and 3 (1d6) poison damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) kinetic damage and 3 (1d6) poison damage.
Ewok Hunter
Small humanoid (ewok), chaotic balanced
- Armor Class 14 (natural armor)
- Hit Points 36 (8d6 + 8)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
- Skills Athletics +3, Nature +2, Perception +4, Stealth +5, Survival +4
- Senses passive perception 14
- Languages Basic (understands but cannot speak), Ewokese
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Hearing and Smell. The ewok has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Pack Tactics. The ewok has advantage on an attack roll against a creature if at least one of the ewok's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. The ewok has advantage on attacks against creatures that it has surprised.
Treeclimber. The ewok has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Actions
Multiattack. The ewok makes two weapon attacks.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage and 3 (1d6) poison damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) kinetic damage and 3 (1d6) poison damage.
Reactions
Evasive. When the ewok misses with an attack, it can move up to 5 feet without provoking attacks of opportunity.
Ewok Assault Gunner
Small humanoid (ewok), chaotic balanced
- Armor Class 14 (natural armor)
- Hit Points 54 (12d6 + 12)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
- Skills Nature +3, Perception +4, Stealth +5, Survival +4, Technology +3
- Senses passive perception 14
- Languages Basic (understands but cannot speak), Ewokese
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Smell. The ewok has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Pack Tactics. The ewok has advantage on an attack roll against a creature if at least one of the ewok's allies is within 5 feet of the creature and the ally isn't incapacitated.
Treeclimber. The ewok has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Actions
Multiattack. The ewok makes two spear attacks or two assault cannon attacks.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage and 3 (1d6) poison damage.
Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10 + 3) energy damage.
Assault Cannon Burst. The ewok sprays a 10-foot cube area within range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10 + 3) energy damage on a failed save, or half as much on a successful one.
Ewok Warchief
Small humanoid (ewok), chaotic balanced
- Armor Class 15 (natural armor)
- Hit Points 82 (15d6 + 30)
- Speed 25 ft., climb 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 14 (+2)
- Saving Throws Str +6
- Skills Athletics +6, Nature +4, Perception +5, Stealth +7, Survival +5
- Senses passive perception 15
- Languages Basic (understands but cannot speak), Ewokese
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the ewok can move up to its speed toward a hostile creature that it can see.
Brute. The ewok deals one extra damage die when it deals damage with a melee weapon (included).
Keen Smell. The ewok has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The ewok can attempt to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Pack Tactics. The ewok has advantage on an attack roll against a creature if at least one of the ewok's allies is within 5 feet of the creature and the ally isn't incapacitated.
Second Wind (1/Rest). As a bonus action, the ewok regains 10 hit points.
Treeclimber. The ewok has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Warcry. As a bonus action, the ewok can let out a loud warcry to inspire allied ewoks within 30 feet. Until the start of its next turn, all allied ewoks within range gain +2 to their attack rolls.
Actions
Multiattack. The ewok makes two attacks.
War Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damge and 7 (2d6) poison damage.
Action Surge (1/Rest). The ewok makes two additional attacks this turn.
Exchange Gunslinger
Medium humanoid (human), neutral dark
- Armor Class 17 (fiber armor)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 16 (+3) 12 (+1) 8 (-1)
- Saving Throws Dex +9, Con +7, Int +7
- Skills Acrobatics +9, Athletics +7, Insight +5, Intimidation +5, Perception +5, Technology +7
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Huttese
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Cunning Action. On each of its turns, the gunslinger can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the gunslinger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the gunslinger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sharpshooter. The gunslinger adds 2 to its attack rolls with blasters.
Sharpshooting Mastery. The gunslinger ignores half and three-quarters cover, and does not suffer disadvantage on ranged attack rolls at long range. Additionally, the gunslinger can take a -4 penalty on an attack roll with a blaster. If the attack hits, the gunslinger adds +8 to the damage roll.
Tech Resistance. The gunslinger has advantage on saving throws against tech powers.
Techcasting. The gunslinger is a 10th-level techcaster. Its techcasting ability is Intelligence (power save DC 15, +7 to hit with tech attacks). The gunslinger has 43 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, targeting shot
1st-level: element of surprise, energy shield, homing rockets, tracker droid interface
2nd-level: infiltrate, paralyze humanoid, scorching ray, shatter, translocate
3rd-level: explosion, tactical advantage
4th-level: ballistic shield, cloaking screen, kolto reserve
5th-level: cryogenic sprayActions
Multiattack. The gunslinger makes three weapon attacks, or it casts a tech power and makes a weapon attack.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Heavy Blaster Pistol. Ranged Weapon Attack: +11 to hit, ranged 40/160 ft., one target. Hit: 18 (3d8 + 5) energy damage.
1...2...3! (Recharge 5-6). The gunslinger unleashes a barrage of gunfire in a 60-foot cone. The gunslinger makes a heavy blaster pistol attack against each creature in that area, dealing an extra 14 (4d6) energy damage on a hit. A creature hit by an attack in this way must succeed on a DC 18 Constitution saving throw or be stunned until the end of the gunslinger’s next turn.
Thermal Detonators (3/Day). The gunslinger throws a grenade, choosing a point within 45 ft. Each creature within 10 feet must make a DC 18 Dexterity saving throw. A creature takes 7 (2d6) fire damage and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, a creature is knocked prone.
Explosives Specialist
Medium humanoid (any), unaligned
- Armor Class 16 (battle armor)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
- Skills Perception +3, Technology +5
- Damage Resistances fire
- Senses Passive Perception 13
- Languages Basic
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Techcasting. The specialist is a 6th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech attacks). It has 27 tech points and knows the following tech powers:
At-will: combustive shot, electro shock, encrypted message 1st-level: absorb energy, energy shield, oil slick, smoke cloud
2nd-level: overheat, release, scorching ray
3rd-level: explosion, sabotage chargesActions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 105/420 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Breaching Charge. After spending at least 30 seconds setting the charge, the specialist may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the specialist has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 14 Dexterity saving throw. A creature takes 10 (3d6) fire damage and 10 (3d6) kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
Front Line Soldier
Medium humanoid (any), any alignment
- Armor Class 15 (mesh armor, light shield generator)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
- Skills Athletics +3
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 1 (200 XP) Proficiency Bonus: +2
Martial Advantage. Once per turn, the soldier can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the soldier that isn't incapacitated.
Actions
Vibroblade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 70/280 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Flesh Raider
Medium humanoid (flesh raider), any dark
- Armor Class 12 (fiber armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 8 (-1) 10 (+0) 10 (+0)
- Skills Intimidation +2, Survival +2
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Rakata
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature that it can see.
Force Resistance. The raider has advantage on saving throws against force powers.
Actions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage.
Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its Constitution modifier.
Slugpistol. Ranged Weapon Attack: +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) kinetic damage.
Flesh Raider Apprentice
Medium humanoid (flesh raider), any dark
- Armor Class 13 (fiber armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 14 (+2)
- Saving Throws Wis +2
- Skills Intimidation +4, Survival +2
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Rakata
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature that it can see.
Forcecasting. The raider is a 4th-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force powers). It has 18 force points and knows the following force powers:
At-will: denounce, lightning charge, saber reflect, saber ward
1st-level: curse, sap vitality
2nd-level: drain vitality, force camouflageForce Resistance. The raider has advantage on saving throws against force powers.
Actions
Multiattack. The raider makes two lightsaber attacks.
Lightsaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its Constitution modifier.
Flesh Raider Berserker
Medium humanoid (flesh raider), any dark
- Armor Class 15 (weave armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
- Saving Throws Str +5, Con +5
- Skills Athletics +5, Intimidation +2, Survival +2
- Damage Resistances energy, kinetic
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Rakata
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature that it can see.
Force Resistance. The raider has advantage on saving throws against force powers.
Rampage. When the raider reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a vibrosword attack.
Reckless. At the start of its turn, the raider can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The raider makes two vibrosword attacks or two slug pistol attacks.
Vibrosword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Slugpistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its Constitution modifier.
Flesh Raider Chieftain
Medium humanoid (flesh raider), any dark
- Armor Class 15 (mesh armor)
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 14 (+2)
- Saving Throws Int +1, Wis +3
- Skills Insight +3, Intimidation +4, Lore +1, Survival +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Basic, Rakata
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the raider can move up to its speed toward a hostile creature that it can see.
Aura of Bloodthirst. If the raider isn’t incapacitated, any other flesh raider can make a melee attack as a bonus action while within 10 feet of the chieftain.
Force Resistance. The raider has advantage on saving throws against force powers.
Actions
Multiattack. The raider makes two weapon attacks.
Vibrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Feasting Bite (1/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage, and the raider takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its Constitution modifier.
Slugthrower. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.
Slugthrower Burst (Recharge 5-6). The raider sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 12 Dexterity saving throw, taking normal weapon damage on a failed save.
Gamorrean Enforcer
Medium humanoid (gamorrean), chaotic dark
- Armor Class 16 (natural armor)
- Hit Points 76 (9d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Con +7
- Skills Athletics +8, Intimidation +2
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, understands Basic but can't speak it
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Brutal Critical. When the gamorrean 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.
Heavy. The gamorrean deals an additional +2 kinetic damage when it attacks with its vibroaxe (included).
Onslaught. As a bonus action, the gamorrean can make a shove attack.
Reckless. At the start of its turn, the gamorrean can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The gamorrean makes two vibroaxe attacks.
Vibroaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) kinetic damage.
REACTIONS
Revenge. When a gamorrean is dealt 15 damage or more by a single attack and survives, it can make a vibroaxe attack against the attacker.
Gamorrean Guard
Medium humanoid (gamorrean), chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 42 (5d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Con +6
- Skills Athletics +6, Intimidation +1
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses passive Perception 10
- Languages Gamorrese, understands Basic but can't speak it
- Challenge 2 (450 XP) Proficiency Bonus: +2
Brutal Critical. When the gamorrean 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.
Heavy. The gamorrean deals an additional +2 kinetic damage when it attacks with its vibroaxe (included).
Onslaught. As a bonus action, the gamorrean can make a shove attack.
Reckless. At the start of its turn, the gamorrean can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) kinetic damage.
Legendary Gand Findsman
Medium humanoid (gand), neutral balanced
- Armor Class 19 (heavy exoskeleton, light shield generator)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
- Saving Throws Str +9, Dex +11, Con +7
- Skills Athletics +9, Insight +13, Perception +13, Stealth +11, Survival +13, Technology +7
- Damage Resistances kinetic, poison
- Senses passive Perception 23
- Languages Basic, Gand, Huttese
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Alert. The findsman cannot be surprised while conscious and has a +5 to his initiative rolls. Other creatures are not able to gain advantage on attack rolls against him as a result of being hidden from the findsman.
Close Quarters Shooting. The findsman's ranged attacks do not have disadvantage within 5ft of a hostile creature.
Findsman. The findsman has advantage on Wisdom (Perception) and Wisdom (Survial) checks made to locate its prey.
Gand Resilience. The findsman has advantage on saving throws against poison.
Legendary Resistance (3/Day). When the findsman fails a saving throw, it can choose to succeed instead.
Lungless. The findsman does not have to breathe and is immune to any affects that rely on breathing.
Actions
Multiattack. The findsman makes three weapon attacks.
Vibroblade Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
W-90 Concussion Rifle. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 19 (3d8 + 6) energy damage. Additionally, on a hit, the target must succeed on a DC 19 Dexterity saving throw or be knocked prone.
GRS-1 Snare Rifle (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: The target is restrained and must succeed on a DC 18 Constitution saving throw or be paralyzed until the end of its next turn. The creature can use an action to attempt to escape the snare by succeeding on a DC 18 Strength saving throw made with disadvantage.
C-10 Stun Grenade (Recharge 5-6). The findsman throws a stun grenade, choosing a point within 50 ft., exploding in a 15 ft. sphere. Each creature within 15 ft. must make a DC 18 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Reactions
Precognition. When a creature that the findsman can see attacks it, it can use its reaction to impose disadvantage on the attack roll.
Regenerative. When the findsman takes damage, it can use its reaction to regain 17 (3d10 + 2) hit points as long as the triggering damage would not have reduced the findsman to 0 hp.
Legendary Actions
The findsman 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 findsman regains spent legendary actions at the start of its turn.
Attack. The findsman makes a W-90 concussion rifle attack.
Move. The findsman can move up to its speed without provoking opportunity attacks.
Preparation. The findsman can recharge one or both of its recharge attacks.
Galactic Senator
Medium humanoid (human), lawful light
- Armor Class 17 (fiber armor, light shield generator)
- Hit Points 126 (28d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 10 (+0) 24 (+7) 16 (+3) 18 (+4)
- Saving Throws Dex +8, Int +11, Cha + 8
- Skills Deception +12, Insight +11, Investigation +11, Lore +11, Persuasion +12,
- Condition Immunities charmed, frightened
- Senses passive Perception +13
- Languages Basic, Ithorese, Mon Cal
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Critical Analysis. The senator can use its Intelligence modifier instead of Dexterity for attack and damage rolls against one creature per turn.
Incite (3/Day). The senator can use an action to bolster the resolve of one ally. Choose an ally who can see or hear her within 30 feet of the senator. The ally can add +7 to every damage roll they make until the start of the senator's next turn.
Inspiring Leader (3/Day). As a bonus action, the senator can grant an ally a +7 bonus that can be applied to the next attack roll, ability check, or saving throw that the target makes.
Legendary Resistance (3/Day). When the senator fails a saving throw, it can choose to succeed instead.
Multitasker. The senator can take two reactions each round. It can only take one reaction per turn.
Reassemble (3/Day). The senator may use a bonus action to call their allies towards them. The senator chooses up to 7 creatures that they can see within 60 ft. They can use their reaction to immediately move directly towards it up to their movement speed. This movement does not provoke opportunity attacks.
Tyrannical Strike (3/Day). When the senator hits a creature with a weapon attack, they can use their reaction to issue a one-word command to a creature who can see or hear it. The attack gains an additional 5 (1d10) damage of the weapon's normal damage type to the attack’s damage roll, and the target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must follow the command on its next turn.
Actions
Multiattack. The senator makes three weapon attacks.
Hidden Blade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +8 to hit, range 40/160, one target. Hit 17 (3d8 + 4) energy damage.
Force of Personality. The senator suggests a reasonable-sounding and simple course of action to influence a creature it can see within range that can hear and understand it. The target must succeed at a Wisdom saving throw (DC 19) or become charmed, pursuing the course of action to the best of its ability. The course of action ends after 24 hours or upon completion, whichever happens first. If the senator or any of its companions damage the target, the effect ends.
Reactions
Call the Guards. When a creature makes an attack roll against the senator, it can use a reaction to command a willing ally within 5 feet of that creature to use their reaction to intercede. The creature is then forced to make an attack on the ally instead. If the attack misses, the ally can immediately make a weapon attack against that creature as a part of that same reaction and adding 5 (1d10) to the ally’s attack roll.
Gamorrean Minion
Medium humanoid (gamorrean), chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 22 (3d8 + 9)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 6 (-2)
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses passive Perception 10
- Languages Basic (understands but can't speak), Gamorrese
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Brutal Critical. When the gamorrean 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.
Heavy. The gamorrean deals an additional +1 kinetic damage when it attacks with its vibroaxe (included).
Reckless. At the start of its turn, the gamorrean can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Vibroaxe. Melee Weapon Attack: +4, range 5 ft., one target. Hit: 9 (1d12 + 3) kinetic damage.
Gamorrean Warrior
Medium humanoid (gamorrean), chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 30 (4d8 + 12)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 6 (-2)
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses passive Perception 10
- Languages Basic (understands but can't speak), Gamorrese
- Challenge 2 (450 XP) Proficiency Bonus: +2
Brutal Critical. When the gamorrean 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.
Heavy. The gamorrean deals an additional +2 kinetic damage when it attacks with its vibroaxe (included).
Reckless. At the start of its turn, the gamorrean can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Vibroaxe. Melee Weapon Attack: +6, range 5 ft., one target. Hit: 12 (1d12 + 6) kinetic damage.
Geonosian Warrior
Medium humanoid (geonosian), lawful balanced
- Armor Class 15 (natural armor)
- Hit Points 30 (4d8 + 12)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
- Skills Stealth +5
- Senses darkvision 60ft., passive Perception 10
- Languages Geonosian
- Challenge 1 (200 XP) Proficiency Bonus: +2
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the warrior, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Actions
Electrostaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.
Sonic Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) sonic damage.
Geonosian Elite Warrior
Medium humanoid (geonosian), lawful balanced
- Armor Class 16 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
- Saving Throws Str +5, Dex +5, Con +5
- Skills Athletics +5, Perception +2, Stealth +5
- Senses darkvision 60ft., passive Perception 12
- Languages Geonosian
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the warrior, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Hive Mind. Any allied geonosian within 15 feet of the warrior has advantage on all attacks, killing him will cause disadvantage in all beneficiaries for 1 turn.
Actions
Multiattack. The warrior makes two weapon attacks.
Electrovoulge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or take 2 (1d4) lightning damage and become shocked.
Sonic Rifle. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) sonic damage.
Gladiator
Medium humanoid (any), chaotic neutral
- Armor Class 16 (combat suit and heavy shield)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Str +7, Dex +5, Con +6
- Skills Athletics +10, Intimidation +5
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Brave. The gladiator has advantage on saving throws against being frightened.
Gladitorial Training. The gladiator deals one extra die of damage with its melee weapons (included).
Actions
Multiattack. The gladiator makes three attacks: two with its vibroblade and one with its shield bash.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Reactions
Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Grand Admiral
Medium humanoid (chiss), any alignment
- Armor Class 19 (fiber armor and medium shield generator)
- Hit Points 246 (29d8 + 116)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 18 (+4) 26 (+8) 22 (+6) 20 (+5)
- Saving Throws Dex +11, Int +14, Wis +12, Cha +11
- Skills Athletics +7, Deception +11, Insight +12, Investigation +14, Lore +14, Perception +12, Persuasion +11
- Damage Resistances psychic
- Senses darkvision 120 ft., passive Perception 22
- Languages Basic, Cheunh, any three other languages
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Hardened Mind. The grand admiral has advantage on ability checks and saving throws made to detect illusions or resist charm and fear effects.
Innate Techcasting. The grand admiral’s techcasting ability is Intelligence (tech save DC 22, +14 to hit with tech powers). It can innately cast the following tech powers:
At will: analyze, assess the situation, decryption program, detect enhancement, detect invisibility, detect traps, spot the weakness
3/day each: ballistic shield, element of surprise, explosion, friendly fire, greater analyze, salvo, tactical advantage
1/day each: contingency, find the path, predictive A.I., stun, tactical superiorityLegendary Resistance (3/Day). If the grand admiral fails a saving throw, it can choose to succeed instead.
Snapshot Mastery. The grand admiral's ranged weapon attacks ignore one-quarter and half cover against targets within 30 feet of it. Additionally, it adds 3 to ranged weapon attack rolls (included).
Targeted Analysis. The grand admiral’s attack rolls cannot suffer from disadvantage.
Tech Resistance. The grand admiral has advantage on saving throws against tech powers.
Actions
Multiattack. The grand admiral makes three melee weapon attacks or three ranged weapon attacks.
Techblade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +14 to hit, range 40/160 ft., one target. Hit: 14 (2d8 + 5) energy damage.
All-Out Attack (1/Day). The grand admiral can choose up to 8 allies within 60 feet who can see or hear it. The chosen allies may then immediately use their reaction to make one weapon attack against a target of the grand admiral's choice. It may choose the target for each attack separately.
Reactions
Calculated Timing. When a hostile creature is attacked by an ally of the grand admiral, the grand admiral can use a reaction to make one weapon attack against them.
Legendary Actions
The grand admiral 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 grand admiral regains spent legendary actions at the start of its turn.
At-will. The grand admiral casts an at-will tech power.
Attack. The grand admiral makes one weapon attack.
Move. The grand admiral moves up to its speed without provoking opportunity attacks.
Hutt Crime Lord
Large humanoid (hutt), neutral dark
- Armor Class 14 (natural armor + survival instinct)
- Hit Points 136 (16d10 + 48)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 18 (+4) 14 (+2) 18 (+4)
- Saving Throws Con +7, Int +8, Cha +8
- Skills Deception +8, Insight +6, Intimidation +8, Perception +6, Persuasion +8
- Damage Resistances poison
- Condition Immunities charmed, poisoned, prone
- Senses passive Perception 16
- Languages Basic, Huttese
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Dominating Presence (1/Day). As a bonus action on its turn, the hutt can attempt to exert control over a creature that is charmed by it or frightened of it. The target must succeed on a DC 16 Wisdom saving throw. On a failed save, on each turn the creature takes only actions the hutt chooses. If it doesn't receive any orders, it takes no actions. This effect lasts until the end of the hutt's next turn.
Force Resistance. The hutt has advantage on saving throws against force powers.
Innate Techcasting. The hutt’s innate techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It can innately cast the following tech powers:
At will: assess the situation
3/day each: absorb energy, element of surprise, fabricate trap, oil slick, smuggle, spot the weakness, stack the deck, tactical barrier
1/day each: kolto cloud, tactical advantageLegendary Resistance (3/Day). When the hutt fails a saving throw, it can choose to succeed instead.
Reassemble (1/Day). The hutt can use a bonus action to call its allies towards it. It chooses up to 4 creatures that it can see within 60 feet of it. Each creature can use its reaction to immediately move directly towards the hutt, up to its movement speed. This movement does not provoke opportunity attacks.
Survival Instinct. The hutt and all allies within 10 feet of it gain a bonus to AC equal to half the hutt's Intelligence modifier (included).
Tyrant's Ferocity. The hutt has advantage on any attack roll against a creature that is charmed by it or frightened of it.
Actions
Multiattack. The hutt makes two slam attacks or two hold-out blaster attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage, and the target must succeed on a DC 14 Dexterity saving throw or become grappled.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) kinetic damage, and the target is knocked prone.
Hold-Out Blaster. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 1 (1d4 - 1) energy damage.
Reactions
Call the Guards. When a creature the hutt can see targets it with an attack, it can command a willing ally within 5 feet of the creature to use its reaction to intercede. The ally becomes the target instead, and if the attack misses, the ally can immediately make a weapon attack with advantage against the creature as part of the same reaction.
Legendary Actions
The hutt 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 hutt regains spent legendary actions at the start of its turn.
Attack. The hutt makes one weapon attack.
Overwhelming Presence. The hutt can make a Charisma (Persuasion) or Charisma (Intimidation) skill check to attempt to charm or frighten a humanoid creature that can see or hear it within 60 feet. The target makes a contested Wisdom (Insight) check. If the hutt'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.
Techcasting (Costs 2 Actions). The hutt casts a tech power.
Hutt Wrestler
Large humanoid (hutt), neutral balanced
- Armor Class 13 (natural armor)
- Hit Points 126 (12d10 + 60)
- Speed 20 ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 20 (+5) 14 (+2) 10 (+0) 10 (+0)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Intimidate +8
- Damage Resistances poison
- Condition Immunities charmed, poisoned, prone
- Senses passive Perception 10
- Languages Basic, Huttese
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Force Resistance. The hutt has advantage on saving throws against force powers.
Intimidating Physicality. The hutt uses its strength score for Intimidation checks.
Actions
Multiattack. The hutt makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) kinetic damage, and the target must succeed on a DC 16 Dexterity saving throw or become grappled.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Crush. A creature grappled by the hutt must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) kinetic damage on a failed save, or half as much damage on a successful one.
Imperial Admiral
Medium humanoid (human), lawful dark
- Armor Class 16 (battle armor)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 18 (+4) 10 (+0) 14 (+2)
- Saving Throws Dex +5, Int +6
- Skills Intimidation +4, Perception +2, Piloting +6
- Senses passive perception 12
- Languages Basic
- Challenge 3 (700 XP) Proficiency Bonus: +2
Superior Aura of Command. Friendly creatures that can see and hear the admiral within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the admiral is incapacitated.
Tech Resistance. The admiral has advantage to resist tech powers.
Techcasting. The admiral is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 24 tech points and knows the following tech powers:
At-will: assess the situation, electroshock, targeting shot
1st-level: energy shield, expeditious retreat, spot the weakness, toxin scan
2nd-level: paralyze humanoid, toxin purge, truth serum
3rd-level: tactical advantageActions
Multiattack. The admiral makes three weapon attacks.
Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Call to Attack. Up to four allies within 120 feet of the admiral that can hear it can each use their reaction to make one weapon attack.
Rally Allies. The admiral targets up to four allies within 120 feet that can hear it, removing the charmed or frightened condition from each ally.
Reactions
Human Shield. When the admiral is targeted by a ranged attack while an ally is within 5 feet of it, the admiral can use its reaction to cause that ally to be targeted by the attack instead.
Imperial Guard Champion
Medium humanoid (human), lawful dark
- Armor Class 19 (heavy exoskeleton)
- Hit Points 247 (26d8 + 130)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 18 (+4)
- Saving Throws Dex +12, Con +12, Int +9, Wis +10
- Skills Athletics +11, Insight +10, Intimidation +18, Perception +17, Survival +17
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened
- Senses passive Perception 27
- Languages Basic
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Call to Arms. If the champion is surprised at the start of combat and isn't incapacitated, it can act normally.
Choreography of Belligerence (1/Day). As a bonus action, the champion can enter an intimidating stance for 1 minute. When it does so, it gains 15 (1d10 + 10) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 20 Wisdom saving throw. On a failed save, the target is frightened of the champion until the end of the target's next turn.
Crimson Training. The champion deals one extra die of damage with its weapons (included).
Innate Forcecasting. The champion’s forcecasting ability is Charisma (force save DC 19, +11 to hit with force powers). It can innately cast the following force powers:
At will: enfeeble, hex, saber reflect, saber strike, seethe
3/day each: battle meditation, dun moch, fear, phasestrike, saber assault
1/day each: improved battle meditation, improved phasestrikeKeen Striking. The champion scores a critical hit on a roll of 19 or 20. If at least one of the champion's allies is within 5 feet of its target and the ally isn't incapacitated, the champion instead scores a critical hit on a roll of 18-20.
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.
Multitasker. The champion can take two reactions per round, instead of one. It can only use one reaction per turn.
Second Wind. As a bonus action, the champion gains 25 (1d10 + 20) hit points.
Sentinel Mastery. Creatures provoke opportunity attacks from the champion if they move to within its reach or move 5 feet or more while within its reach. Creatures provoke opportunity attacks from the champion even if they take the Disengage action. Additionally, a creature hit by the champion's opportunity attacks gain 4 slowed levels until the end of the current turn.
Sharpshooter Mastery. As a bonus action, the champion can mark a target that is greater than 30 feet from it that it can see. If the marked target moves at least 5 feet before the start of the champion's next turn, it provokes an opportunity attack from the champion. Attacking at long range doesn't impose disadvantage on the champion's ranged weapon attacks.
Snapshot Mastery. The champion doesn't have disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature. Creatures provoke opportunity attacks if they move to within 30 feet of the champion, and it can use ranged weapons to make opportunity attacks. Additionally, the champion's ranged weapon attacks reduce partial cover by two steps.
Squad Tactics. The champion has advantage on an attack roll against a creature if at least one of the champion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Stalwart Defender. The champion can take the Guard action as a bonus action. Additionally, if the champion chooses to let an attack hit it while taking the Guard action and the damage is energy, ion, or kinetic, the champion can halve the damage.
Actions
Multiattack. The champion makes four attacks.
Doublesword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +12 to hit, range 40/160 ft., one target. Hit: 14 (2d8 + 5) energy damage.
Repeater (Burst). Range 80/320 ft. The champion sprays a 10-foot cube area within range (80/320 ft.). Each creature in the area must make a DC 20 Dexterity saving throw, taking 12 (3d4 + 5) energy damage on a failed save, or half as much on a successful one.
Repeater (Rapid). Range 80/320 ft., one target. One target within range must succeed on a DC 20 Dexterity saving throw or take 20 (6d4 + 5) energy damage.
Reactions
Parry. The champion adds 7 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.
Maneuver: Return Fire. When a creature misses the champion with an attack, the champion can make a weapon attack against that creature and add 6 (1d12) to the attack's damage roll.
LEGENDARY ACTIONS
The champion 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 champion regains spent legendary actions at the start of its turn.
Attack. The champion makes one weapon attack.
Move. The champion can move up to its speed without provoking opportunity attacks.
Maneuever: Pushing Attack. The champion makes one weapon attack against target creature. On a hit, if the target is Large or smaller, it must make a DC 20 Strength saving throw. On a failed save, the target is pushed up to 15 feet away from the champion.
Maneuever: Trip Attack. The champion makes one melee weapon attack. On a hit, the champion adds 6 (1d12) damage to the attack and, if the target is Large or smaller, it makes a DC 20 Strength saving throw. On a failure, the target is knocked prone.
Maneuver: Weak Point Strike. The champion makes one melee weapon attack, dealing the weapon's normal damage. Additionally, on a hit, the creature must succeed on a DC 20 Constitution saving throw or be stunned until the end of its next turn.
Imperial Guard Sentinel
Medium humanoid (human), lawful dark
- Armor Class 17 (assault armor)
- Hit Points 84 (13d8 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
- Saving Throws Dex +7, Int +4, Wis +5
- Skills Insight +5, Intimidation +4, Perception +5
- Damage Resistances energy
- Condition Immunities charmed, frightened
- Senses passive Perception 15
- Languages Basic
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 10 (1d10 + 5) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the guard, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Squad Tactics. The guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The guard makes two force pike attacks.
Force Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) kinetic damage plus 7 (2d6) lightning damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Reactions
Parry. The guard adds 3 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.
Imperial Royal Guard
Medium humanoid (human), lawful dark
- Armor Class 17 (assault armor)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3) 12 (+1)
- Saving Throws Dex +6, Con +5, Wis +6
- Skills Athletics +7, Insight +6, Perception +6
- Damage Resistances energy
- Condition Immunities charmed, frightened
- Senses passive Perception 16
- Languages Basic
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Choreography of Belligerence (1/Day). As a bonus action on its turn, the guard can enter an intimidating stance for 1 minute. When it does so, it gains 12 (1d10 + 7) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 14 Wisdom saving throw. On a failed save, the target is frightened of the guard until the end of the target's next turn.
Crimson Training. The guard deals one extra die of damage with its weapons (included).
Formation Style. The guard can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.
Squad Tactics. The guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The guard makes two weapon attacks.
Force Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) kinetic damage plus 14 (4d6) lightning damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Reactions
Formation Protection. When a creature hits an ally within 5 feet of the guard with a weapon attack, it can impose a -3 penalty to the attack roll, potentially causing the attack to miss.
Parry. The guard adds 3 to its AC against one melee attack that would hit it. To do so, the guard must see the attacker and be wielding a melee weapon.
Imperial Senate Guard
Medium humanoid (human), lawful dark
- Armor Class 17 (battle armor and light shield generator)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
- Skills Insight +4, Perception +4
- Damage Resistances energy
- Condition Immunities charmed, frightened
- Senses passive Perception 14
- Languages Basic
- Challenge 3 (700 XP) Proficiency Bonus: +2
Formation Style. The guard can use the Guard action as a bonus action on its turns, and when it chooses to let an attack that would hit a guarded ally hit it instead, the creature rolls the damage as normal instead of choosing the maximum.
Squad Tactics. The guard has advantage on an attack roll against a creature if at least one of the guard's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The guard makes two cortosis staff attacks.
Cortosis Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Reactions
Formation Protection. When a creature hits an ally within 5 feet of the guard with a weapon attack, it can impose a -2 penalty to the attack roll, potentially causing the attack to miss.
Imperial Shadow Guard
Medium humanoid (human), lawful dark
- Armor Class 17 (assault armor)
- Hit Points 118 (15d8 + 45)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
- Saving Throws Dex +8, Con +7, Wis +7
- Skills Athletics +8, Intimidation +8, Perception +7
- Damage Resistances energy
- Condition Immunities charmed, frightened
- Senses passive Perception 17
- Languages Basic
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Choreography of Belligerence (1/Day). As a bonus action on its turn, the shadow guard can enter an intimidating stance for 1 minute. When it does so, it gains 15 (1d10 + 5) temporary hit points. Once during each of its turns, when it hits a creature with an attack, it can force the target to make a DC 16 Wisdom saving throw. On a failed save, the target is frightened of the shadow guard until the end of the target's next turn.
Crimson Training. The shadow guard deals one extra die of damage with its weapons (included).
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the shadow guard, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Innate Forcecasting. The shadow guard's forcecasting ability is Charisma (force save DC 16, +8 to hit with force powers). It can innately cast the following force powers:
At will: battle insight, lightning charge, sever force, shock
3/day each: dun moch, force throw
1/day each: choke, force lightning, force repulse, shocking shieldSquad Tactics. The shadow guard has advantage on an attack roll against a creature if at least one of the shadow guard's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack. The shadow guard casts an at-will power and makes two weapon attacks.
Pikesaber. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) energy damage.
Heavy Pistol. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Reactions
Parry. The shadow guard adds 4 to its AC against one melee attack that would hit it. To do so, the shadow guard must see the attacker and be wielding a melee weapon.
ISB Infiltrator
Medium humanoid (human), lawful dark
- Armor Class 15 (fiber armor)
- Hit Points 36 (8d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 14 (+2)
- Saving Throws Dex +5, Int +5
- Skills Acrobatics +5, Perception +3, Stealth +5
- Senses passive Perception 13
- Languages Basic, any one other language
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion. If the infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the infiltrator instead takes no damage on a success, and half damage on a fail.
Techcasting. The infiltrator is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 15 tech points and knows the following tech powers:
At-will: encrypted message, haywire, on/off, stinger
1st-level: holographic disguise, smoke cloud, tranquilizer
2nd-level: infiltrate, shocking ray, truth serumActions
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Reactions
Uncanny Dodge. The infiltrator halves the damage that it takes from an attack that hits it.
ISB Officer
Medium humanoid (human), lawful dark
- Armor Class 16 (combat suit, medium shield generator)
- Hit Points 45 (10d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 14 (+2)
- Saving Throws Dex +5, Wis +3
- Skills Insight +3, Perception +3, Persuasion +4
- Senses passive Perception 13
- Languages Basic, any one other language
- Challenge 1 (200 XP) Proficiency Bonus: +2
Shrewd Interrogator. The officer has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it.
Actions
Multiattack. The officer makes two weapon attacks.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Rally Troops (Recharge 5-6). The officer rallies its troops, giving all allies within 60 feet advantage on their next attack roll.
Jawa Alchemist
Small humanoid (jawa), chaotic balanced
- Armor Class 15 (fiber armor)
- Hit Points 44 (8d6 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 14 (+2) 16 (+3) 8 (-1) 8 (-1)
- Saving Throws Dex +5
- Skills Lore +5, Poisoner's Kit +5, Technology +5
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages Jawaese, understands Basic but can't speak it
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Apothecary. As a bonus action the jawa can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the jawa has resistance to the chosen damage type. Additionally, the jawa is proficient with a poisoner’s kit.
Pack Tactics. The jawa has advantage on an attack roll against a target if at least one of the alchemist’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Actions
Multiattack. The jawa makes two weapon attacks.
Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage plus 5 (2d4) poison damage.
Vibrodart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage plus 5 (2d4) poison damage.
Alchemical Protection. The jawa chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the jawa can grant resistance to the damage type currently in effect for its Apothecary trait.
Explosive Chems (Recharge 5-6). The jawa throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area must make a DC 13 Dexterity saving throw. On a failure a creature takes 17 (5d6) poison damage and is poisoned for 1 minute, on a success it takes half damage and is not poisoned. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the jawa can deal the damage type currently in effect for its Apothecary trait.
Jawa Chieftain
Small humanoid (jawa), chaotic balanced
- Armor Class 17 (fiber armor and medium shield)
- Hit Points 82 (15d6 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Dex +5, Cha +4
- Skills Intimidation +6, Stealth +5
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 11
- Languages Jawaese, understands Basic but can't speak it
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Actions
Multiattack. The chieftain makes two weapon attacks.
Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Ion Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 5 (1d4 + 3) ion damage plus 10 (3d6) lightning damage. The target must make a successful DC 12 Constitution saving throw or be shocked for 1 minute. A shocked creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Inspiring Presence (1/Rest). The chieftain chooses up to six allied jawa it can see within 30 feet. For the next minute, the jawa gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.
Reactions
Springspike Shield (5/Day). When the chieftain is hit by a melee attack within 5 feet, the chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) kinetic damage plus 3 (1d6) poison damage.
Jawa Gadgeteer
Small humanoid (jawa), chaotic balanced
- Armor Class 14 (combat suit)
- Hit Points 36 (8d6 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 8 (-1)
- Saving Throws Dex +6
- Skills Stealth +5, Tinker's Tools +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Jawaese, understands Basic but can't speak it
- Challenge 3 (700 XP) Proficiency Bonus: +2
Nimble Escape. The gadgeteer can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The gadgeteer has advantage on attack rolls against a creature if at least one of the gadgeteer's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Tinker's Tools. The gadgeteer has proficiency with tinker's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.
Traps and Snares. The gadgeteer excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With tinker's tools and basic construction materials, a gadgeteer can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.
Choke Bomb. This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.
Shocking Sliver. An electrified sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) kinetic damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.
Skullpopper. This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) kinetic damage.
Slingsnare. A concealed loop of fibercord or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.
Actions
Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Slugthrower. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw or take 7 (2d6) poison damage. A creature takes half of the poison damage on a success.
Shredder (Recharge 6). The gadgeteer primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot radius sphere. Every creature in the area takes 14 (4d6) kinetic damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) kinetic damage.
Stunner (1/Day). The target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The gadgeteer has advantage on the attack roll if the target is wearing metal armor or is a droid. A stunner is a bola made of vibrocord, magnets, and static electricity capacitors. A jawa gadgeteer can recharge it during a long rest.
GADGETEER NEEDS GADGETS!
The gadgeteer falls between CR 3 and 4, depending on how many traps PCs fall into before they corner him. For 1 or 2 traps, assume CR 3. For 4 or more, use CR 4. Make sure to put the gadgeteer to work!
Jawa Scattershot
Small humanoid (jawa), chaotic balanced
- Armor Class 15 (fiber armor)
- Hit Points 40 (9d6 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
- Saving Throws Dex +5
- Skills Acrobatics +5, Stealth +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Jawaese, understands Basic but can't speak it
- Challenge 3 (700 XP) Proficiency Bonus: +2
Avoidance. If the jawa is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Back Blast. When a creature fails a saving throw against the burst or rapid property of a weapon the jawa controls, it can apply Sneak Attack damage to one creature dealt damage in this way as long as that creature didn’t have advantage on the save.
Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The jawa has advantage on an attack roll against a target if at least one of the jawa's allies is within 5 feet of the target and the ally isn’t incapacitated.
Sneak Attack. Once per turn, the jawa can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the jawa that isn’t incapacitated
Upper Hand. When the jawa applies its Sneak Attack damage to a target, it can choose to forgo two of its Sneak Attack dice to perform an Upper Hand Technique. It can choose from the following options:
Brutal Hit. The jawa attempts to knock the target prone while within 15 feet of it. The target must make a DC 13 Strength saving throw or be knocked prone.
Low Blow. The jawa attempts to stun the target while within 15 feet of it. The target must make a DC 13 Constitution saving throw or be stunned until the start of its next turn.
Shank Shot. The jawa attempts to hamper the target while within 15 feet of it. The target must make a DC 13 Dexterity saving throw. If it fails, its movement speed is to 0 and it makes Dexterity saving throws with disadvantage until the end of its next turn.
Actions
Scattergun. Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Scattergun Burst. The jawa sprays a 10-foot cube area within normal range of its scattergun with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking normal weapon damage on a failed save.
Reactions
Sleight of Foot. When a creature moves to within 5 feet of the jawa, it can use its reaction to move up to half its speed away from the creature without provoking opportunity attacks. It must end this movement further from the creature than it started.
Jawa Squadwa
Huge squad of small humanoids (jawa), chaotic balanced
- Armor Class 13 (natural armor)
- Hit Points 142 (19d12 + 19)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 8 (-1)
- Saving Throws Dex +5, Int +4
- Skills Stealth +5
- Damage Immunities poison
- Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 10
- Languages Jawaese, understands Basic but can't speak it
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Small humanoid. The squad is immune to any power or effect that would alter its form.
Actions
Multiattack. The squad makes four ion pistol attacks, or two ion pistol attacks if it has half its hit points or fewer.
Ion Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 4 (1d3 + 2) ion damage.
Massed Fire. The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 16 (8d3) ion damage, or 8 (4d3) ion damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
Ion Grenade (3/Day). The squad throws a grenade at a point it can see within 20 feet. Each creature within 10 feet must make a DC 12 Dexterity saving throw. A creature takes 7 (2d6) ion damage on a failed save, or half as much as on a successful one. Any electronics within the blast radius are disabled until rebooted.
Killik Soldier
Medium humanoid (killik), lawful balanced
- Armor Class 17 (hardened carapace)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Skills Athletics +6, Lore + 4, Perception +7
- Condition Immunities charmed, frightened
- Senses passive Perception 17
- Languages Basic, Killik
- Challenge 3 (700 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the killik can move up to its speed toward a hostile creature it can see.
Hive Mind. Killiks share a hive mind and use a mixture of telepathy, pheromones, and auras to communicate with members of their hive. The killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.
Hive Tactics. The killik has advantage on an attack roll against a creature if at least one of the killik's allies is within 30 feet of the creature and the ally isn't incapacitated.
Strong-Legged. When the killik makes a long jump, it can leap up to 36 feet. When the killik makes a high jump it can leap up to 11 feet in the air.
Telepathy. The killik can communicate telepathically with creatures within 30 ft. It must share a language with the target in order to communicate in this way.
Actions
Multiattack. The killik makes two weapon attacks.
Vibropike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 9 (1d10 + 4) kinetic damage.
Slugthrower. Ranged Weapon Attack: +6 to hit, range 105/420 ft., one target. Hit: 8 (1d8 + 4) energy damage.
Killik Aebea Flyer
Small humanoid (killik), lawful balanced
- Armor Class 16 (hardened carapace)
- Hit Points 36 (8d6 + 8)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1)
- Skills Lore + 4, Perception +8, Stealth +5
- Condition Immunities charmed, frightened
- Senses passive Perception 18
- Languages Basic, Killik
- Challenge 3 (700 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the killik can move up to its speed toward a hostile creature it can see.
Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones, and auras to communicate with members of their hive. The killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.
Hive Tactics. The killik has advantage on an attack roll against a creature if at least one of the hive is within 30 feet of the creature and the ally isn't incapacitated.
Strong-Legged. When the killik makes a long jump, it can leap up to 24 feet. When the killik makes a high jump it can leap up to 5 feet in the air.
Telepathy. The killik can communicate telepathically with creatures within 30 feet. It must share a language with the target in order to communicate in this way.
Actions
Multiattack. The killik makes two weapon attacks.
Slugthrower. Ranged Weapon Attack: +5 to hit, range 105/420 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Net (3/Day). Ranged Weapon Attack: +5 to hit, range 15 ft. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 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. While a creature is restrained by a net, you can make no further attacks with it.
Killik Gorog Assassin
Medium humanoid (killik), lawful balanced
- Armor Class 16 (hardened carapace)
- Hit Points 33 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 10 (+0) 18 (+4) 8 (-1)
- Skills Lore + 4, Perception +8, Stealth +7
- Condition Immunities charmed, frightened
- Senses passive Perception 18
- Languages Basic, Killik
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Assassinate. During its first turn, the killik has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the killik scores against a surprised creature is a critical hit.
Cunning Action. On each of its turns, the killik can use a bonus action to take the Dash, Disengage, or Hide action.
Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.
Hive Tactics. The killik has advantage on an attack roll against a creature if at least one of the hive is within 30 feet of the creature and the ally isn't incapacitated.
Sneak Attack. Once per turn, the killik can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the killik that isn’t incapacitated.
Strong-Legged. When the killik makes a long jump, it can leap up to 24 feet. When the killik makes a high jump it can leap up to 5 feet in the air.
Telepathy. The killik can communicate telepathically with creatures within 30 feet. It must share a language with the target in order to communicate in this way.
Actions
Multiattack. The killik makes two weapon attacks.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Slugthrower. Ranged Weapon Attack: +5 to hit, range 105/420 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Killik Rekker
Large humanoid (killik), lawful balanced
- Armor Class 15 (hardened carapace)
- Hit Points 153 (18d10 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Skills Athletics +9, Lore + 6, Perception +6
- Condition Immunities charmed, frightened, stunned
- Senses passive Perception 16
- Languages Basic, Killik
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the killik can move up to its speed toward a hostile creature it can see.
Hive Mind. Killiks share a Hive Mind and use a mixture of telepathy, pheromones and auras to communicate with members of their hive. The killik's hive mind communication has a range of 1 kilometer and is extended by this amount as long as there is a member of the hive within range.
Hive Tactics. The killik has advantage on an attack roll against a creature if at least one of the hive is within 30 feet of the creature and the ally isn't incapacitated.
Strong-Legged. When the killik makes a long jump, it can leap up to 44 feet. When the killik makes a high jump, it can leap up to 15 feet in the air.
Telepathy. The killik can communicate telepathically with creatures within 30 feet. It must share a language with the target in order to communicate in this way.
Actions
Multiattack. The killik makes three weapon attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) kinetic damage, and the target is grappled.
Rend (1/Turn). The killik tears apart a grappled opponent. A grappled creature must make a DC 17 Strength saving throw. On a failure, the creature takes 24 (4d8 + 6) kinetic damage and is stunned until the end of the killik's next turn. On a success, the creature takes normal weapon damage.
Kolkpravis Bataar
Medium humanoid (kaleesh), lawful balanced
- Armor Class 17 (assault armor)
- Hit Points 76 (9d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 16 (+3)
- Saving Throws Str +6, Con +6, Wis +2
- Skills Athletics +6, Intimidation +5, Survival +2
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Kaleesh
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).
Actions
Multiattack. The kolkpravis makes two weapon attacks.
Lig Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Shoni Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Leadership (1/Day). For 1 minute, the kolkpravis can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the Baatar. A creature can benefit from only one Leadership die at a time. This effect ends if the Baatar is incapacitated.
Kolkpravis Blackarm
Medium humanoid (kaleesh), lawful balanced
- Armor Class 15 (mesh armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2)
- Skills Athletics +5, Perception +2, Stealth +4, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, Kaleesh
- Challenge 2 (450 XP) Proficiency Bonus: +2
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The kolkpravis uses its Incite Rampage if available, then makes two weapon attacks.
Lig Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Greater Shoni Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Outland Rifle. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Incite Rampage (Recharge 5-6). One creature the kolkpravis can see within 30 feet of it that can hear it can use its reaction to immediately make one weapon attack.
Kolkpravis Khagan
Medium humanoid (kaleesh), lawful balanced
- Armor Class 18 (heavy exoskeleton)
- Hit Points 119 (14d8 + 56)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 10 (+0) 12 (+1) 18 (+4)
- Saving Throws Str +9, Con +8, Wis +5
- Skills Athletics +9, Intimidation +8, Survival +5
- Senses darkvision 60 ft., passive Perception 11
- Languages Basic, Kaleesh
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).
Actions
Multiattack. The kolkpravis makes three attacks: one with its blade of plague and two with its blade of pain.
Blade of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage and the target must succeed on a DC 16 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save or half as much on a success.
Blade of Plague. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage and the target must succeed on a DC 16 Constitution saving throw or become poisoned for one hour.
Leadership (1/Day). For 1 minute, the kolkpravis can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the kolkpravis. A creature can benefit from only one Leadership die at a time. This effect ends if the kolkpravis is incapacitated.
Reactions
Parry. The kolkpravis adds 4 to its AC against one melee attack that would hit it. The kolkpravis must see the attacker and be wielding a melee weapon.
Kolkpravis Khan
Medium humanoid (kaleesh), lawful balanced
- Armor Class 18 (heavy exoskeleton)
- Hit Points 93 (11d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 16 (+3)
- Saving Throws Str +7, Con +7, Cha +6
- Skills Athletics +7, Intimidation +6, Survival +3
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Kaleesh
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Kolkpravis Training. The kolkpravis deals one extra die of damage with its melee weapons (included).
Actions
Multiattack. The kolkpravis makes three weapon attacks.
Lig Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Greater Shoni Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Outland Rifle. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Leadership (1/Day). For 1 minute, the kolkpravis can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the kolkpravis. A creature can benefit from only one Leadership die at a time. This effect ends if the kolkpravis is incapacitated.
Reactions
Parry. The kolkpravis adds 3 to its AC against one melee attack that would hit it. The kolkpravis must see the attacker and be wielding a melee weapon.
Kolkpravis Tarkhan
Medium humanoid (kaleesh), lawful balanced
- Armor Class 16 (battle armor)
- Hit Points 71 (11d8 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
- Saving Throws Dex +4
- Skills Perception +2, Stealth +4, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, Kaleesh
- Challenge 3 (700 XP) Proficiency Bonus: +2
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).
Actions
Multiattack. The kolkpravis makes two weapon attacks.
Lig Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage.
Greater Shoni Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d10 + 2) kinetic damage.
Outland Rifle. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.
Battle Cry (1/Day). Each creature of the kolkpravis's choice that is within 30 feet of it, can hear it, and isn't already affected by Battle Cry gains advantage on weapon its attack rolls until the start of the kolkpravis's next turn. The kolkpravis can then make one weapon attack as a bonus action.
Kolkpravis Warrior
Medium humanoid (kaleesh), lawful balanced
- Armor Class 14 (fiber armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 14 (+2)
- Saving Throws Dex +4
- Skills Perception +2, Stealth +4, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, Kaleesh
- Challenge 1 (200 XP) Proficiency Bonus: +2
Keen Smell. The kolkpravis has advantage on Wisdom (Perception) checks that rely on smell.
Kolkpravis Training. The kolkpravis deals one extra die of damage with its weapons (included).
Actions
Multiattack. The kolkpravis makes two weapon attacks.
Lig Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) kinetic damage.
Shoni Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d8 + 1) kinetic damage.
Slugthrower. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 9 (2d6 + 2) kinetic damage.
Sudden Rush. Until the end of its turn, the kolkpravis's speed increases by 60 feet and it doesn't provoke opportunity attacks.
Legendary Mandalorian Bounty Hunter
Medium humanoid, lawful neutral
- Armor Class 17 (composite armor)
- Hit Points 221 (26d8 + 104)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 24 (+7) 18 (+4) 18 (+4) 20 (+5) 14 (+2)
- Saving Throws Dex +13, Int +10, Wis +11
- Skills Acrobatics +13, Technology +10, Insight +11, Intimidation +14, Investigation +10, Perception +17, Piloting +10, Stealth +13, Survival +17
- Damage Resistances energy and kinetic damage from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 27
- Languages Basic, Huttese, Mando'a
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Aggressive. As a bonus action, the mandalorian can move up to its speed toward a hostile creature that it can see.
Close Quarters Shooter. When the mandalorian attacks, it can choose to make ranged weapon attacks without its proficiency bonus. It can then use a bonus action to make an additional ranged weapon attack, also without its proficiency bonus.
Enhanced Tech. The mandalorian deals one extra die of damage with its weapons and equipment, and saving throws with explosives have an additional +2 to the DC (already included).
Jetpack (10 Mins/Day). While active, the mandalorian has a flying speed of 40 feet. Activating or deactivating the jetpack requires a bonus action.
Keen Hearing and Sight. The mandalorian has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Ranger's Quarry. The mandalorian chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes, once per round, when it hits its quarry with a weapon attack, the mandalorian can deal an additional 4 (1d8) damage to it of the same type as the weapon’s damage. Additionally, the mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) checks made to find its quarry while it’s on the same planet.
Legendary Resistance (3/Day). If the mandalorian fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The mandalorian makes three carbine rifle attacks and uses either its thermal detonator, wrist flamer, or wrist missile, if available.
Carbine Rifle. Ranged Weapon Attack: Rapid 3, range 90/360 ft., one target. The target must succeed on a DC 21 Dexterity saving throw, taking 20 (3d8 + 7) energy damage on a failure.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 17 (3d6 + 7) kinetic damage, and each creature within 10 feet must make a DC 21 Dexterity saving throw, taking 10 (3d6) kinetic damage on a failed save, or half on a successful save.
Wrist Missile (3/Day) Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) kinetic damage, and each creature within 5 feet must make a DC 21 Dexterity saving throw, taking 7 (2d6) kinetic damage on a failed save, or half as much on a successful one.
Thermal Detonator (4/Day). The mandalorian throws a grenade at a point within 40 ft. Each creature within 10 feet must make a DC 21 Dexterity saving throw. A creature takes 10 (3d6) fire and 16 (3d10) kinetic damage on a failed save, or half as much as on a successful one.
Wrist Flamer (3/Day) Each creature in a 15-foot cone or a 30-foot line must make a DC 21 Dexterity saving throw. A creature takes 14 (4d6) fire damage on a failed save, or half as much on a successful one. Any flammable objects in the area that aren't being worn or carried are ignited.
Reactions
Uncanny Dodge. The mandalorian halves the damage that it takes from an attack that hits it.
Legendary Actions
The mandalorian 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 mandalorian regains spent legendary actions at the start of its turn.
Attack. The mandalorian makes one attack with any of its available weapons.
Move. The mandalorian can move up to its speed without provoking opportunity attacks.
Wire Restraint. Ranged Weapon Attack: +13 to hit, range 30 ft., one target. Hit: The target is grappled and restrained. On the target's turn, it can use an action to make a DC 19 Strength saving throw to attempt to break the wire. The mandalorian can only have one creature grappled with this weapon at a time.
Mandalorian Initiate
Medium humanoid (any), lawful neutral
- Armor Class 16 (weave armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Dex +5
- Skills Perception +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Mando'a
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the initiate can move up to its speed toward a hostile creature that it can see.
Keen Hearing and Sight. The initiate has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The initiate deals one extra die of damage with its weapons (included).
Actions
Multiattack. The initiate makes two weapon attacks.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 70/280 ft., one target. Hit: 10 (2d6 + 3) energy damage.
Mandalorian Scout
Medium humanoid (any), lawful neutral
- Armor Class 16 (mesh armor, light shield generator)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 10 (+0)
- Saving Throws Dex +5
- Skills Acrobatics +5, Nature +5, Perception +5, Piloting +4, Stealth +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Mando'a
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the scout can move up to its speed toward a hostile creature that it can see.
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The scout deals one extra die of damage with its weapons (included).
Actions
Multiattack. The scout makes two weapon attacks and throws an electrostun grenade, if available.
Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 10 (2d6 + 3) energy damage.
Electrifying Grenade (3/Day). The scout throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is shocked for 1 minute. At the end of an affected creature’s turn, it can repeat this save, ending the effect on a success.
Mandalorian Soldier
Medium humanoid (any), lawful neutral
- Armor Class 17 (weave armor, light shield generator)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0)
- Saving Throws Str +4, Dex +5
- Skills Athletics +4, Perception +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Mando'a
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the soldier can move up to its speed toward a hostile creature that it can see.
Brave. The soldier has advantage on saving throws against being frightened.
Keen Hearing and Sight. The soldier has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The soldier deals one extra die of damage with its weapons (included).
Actions
Multiattack. The soldier makes two weapon attacks and throws a fragmentation grenade, if available.
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 105/420 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Fragmentation Grenade (3/Day). The soldier 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) kinetic damage on a failed save, or half as much as on a successful one.
Mandalorian Commando
Medium humanoid (any), lawful neutral
- Armor Class 18 (weave armor, light shield generator)
- Hit Points 71 (11d8 + 22)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 10 (+0)
- Saving Throws Dex +7, Wis +6
- Skills Acrobatics +7, Perception +6, Piloting +5, Stealth +7, Survival +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Basic, Mando'a
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the commando can move up to its speed toward a hostile creature that it can see.
Brave. The commando has advantage on saving throws against being frightened.
Keen Hearing and Sight. The commando has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the commando has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Mandalorian Tech. The commando deals one extra die of damage with its weapons (included).
Moderately Armored. While wearing medium armor, the commando adds 3, rather than 2, to its AC (included).
Actions
Multiattack. The commando makes two weapon attacks and fires a jetpack rocket or uses its wrist flamer, if available.
Hidden Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 11 (2d6 + 4) energy damage.
Fragmentation Grenade (3/Day). The commando throws a grenade, choosing 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.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 14 (3d6 + 4) kinetic damage. 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 11 (2d10) kinetic damage on a failed save or half on a successful save.
Wrist Flamer (3/Day). Each creature in a line 15 feet long and 5 feet wide or a 15-foot cone must make a DC 14 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Mandalorian Infiltrator
Medium humanoid (any), lawful neutral
- Armor Class 17 (fiber armor)
- Hit Points 84 (13d8 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 16 (+3) 18 (+4) 10 (+0)
- Saving Throws Dex +8, Wis +7
- Skills Acrobatics +8, Perception +7, Stealth +8, Survival +7
- Senses darkvision 60 ft., passive Perception 17
- Languages Basic and Mando'a
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Ambusher. The infiltrator has advantage on attack rolls against any creature it has surprised.
Brave. The infiltrator has advantage on saving throws against being frightened.
Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Hearing and Sight. The infiltrator has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Mandalorian Tech. The infiltrator deals one extra die of damage with its weapons (included).
Sneak Attack. Once per turn, the infiltrator can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the infiltrator that isn’t incapacitated.
Techcasting. The infiltrator is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 23 tech points and knows the following tech powers:
At-will: assess the situation, combustive shot, encrypted message, minor hologram, rime shot
1st-level: alarm, element of surprise, gleaming outline, smoke cloud
2nd-level: concealed caltrop, infiltrate, smuggle
3rd-level: invisibility to camerasActions
Multiattack. The infiltrator makes two weapon attacks.
Hidden Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 18 (2d12 + 5) energy damage.
Mandalorian Heavy Gunner
Medium humanoid (any), lawful neutral
- Armor Class 17 (composite armor)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Dex +7, Con +6
- Skills Athletics +5, Perception +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Mando'a
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the heavy gunner can move up to its speed toward a hostile creature that it sees.
Brave. The heavy gunner has advantage on saving throws against being frightened.
Mandalorian Tech. The heavy gunner deals one extra die of damage with its weapons (included).
Actions
Multiattack. The heavy gunner makes two weapon attacks.
Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Assault Cannon. Ranged Weapon Attack: +7 to hit, range 90/360 ft., one target. Hit: 17 (2d12 + 4) energy damage.
Assault Cannon Burst (Recharge 4-6). The heavy gunner sprays a 10-foot-cube area within range (range 90/360) with shots. Each creature in the area must make a DC 15 Dexterity saving throw, taking 17 (2d12 + 4) energy damage on a failed save, or half as much on a successful one.
Mandalorian Enforcer
Medium humanoid (any), lawful neutral
- Armor Class 19 (composite armor, medium shield generator)
- Hit Points 136 (16d8 + 64)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
- Saving Throws Str +7, Con +6
- Skills Athletics +7, Intimidation +7, Perception +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Mando'a
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the enforcer can move up to its speed toward a hostile creature that it can see.
Brave. The enforcer has advantage on saving throws against being frightened.
Mandalorian Tech. The enforcer deals one extra die of damage with its weapons (included).
Actions
Multiattack. The enforcer makes three attacks: two with its vibroblade attacks and one with its shield bash.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Reactions
Intercept. When a creature the enforcer sees attacks a target other than itself that is within 5 feet of it, the enforcer can use its reaction to impose disadvantage on the attack roll.
Mandalorian Captain
Medium humanoid (any), lawful neutral
- Armor Class 19 (composite armor, two-weapon mastery)
- Hit Points 150 (20d8 + 60)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Dex +8, Wis +8
- Skills Acrobatics +8, Intimidation +7, Perception +8, Persuasion +7, Survival +8
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic, Mando'a
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Aggressive. As a bonus action, the captain can move up to its speed toward a hostile creature that it can see.
Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of the captain, and it can use its blaster weapons when making opportunity attacks.
Keen Hearing and Sight. The captain has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the captain has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Mandalorian Tech. The captain deals one extra die of damage with its weapons (included).
Moderately Armored. While wearing medium armor, the captain adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Two-Weapon Mastery. The captain adds its ability modifier to two-weapon fighting damage. Additionally, the captain gains a +1 bonus to AC while wielding a separate weapon in each hand (included).
Actions
Multiattack. The captain makes three weapon attacks with its heavy pistol, then makes two offhand heavy pistol attacks or fires a jetpack rocket and uses its wrist missile or wrist flamer, if available.
Heavy Pistol. Ranged Weapon Attack: +8 to hit, range 45/180 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Offhand Heavy Pistol. Ranged Weapon Attack: +8 to hit, range 45/180 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Jetpack Rocket (1/Day). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 14 (3d6 + 4) kinetic damage. 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 11 (2d10) kinetic damage on a failed save or half on a successful save.
Wrist Missile (3/Day). Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) kinetic damage, and each creature within 5 feet must make a DC 14 Dexterity saving throw, taking 5 (1d10) kinetic damage on a failed save, or half on a successful save.
Wrist Flamer (3/Day). Each creature in a line 15 feet long and 5 feet wide or a 15-foot cone must make a DC 14 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Reactions
Leadership (Recharges after a Short or Long Rest). The captain can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time.
Mandalorian Pyrotech
Medium humanoid (any), lawful neutral
- Armor Class 19 (composite armor, light shield generator)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)
- Saving Throws Dex +7, Int +8
- Skills Perception +7, Survival +7, Technology +8
- Damage Resistances fire
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 17
- Languages Basic, Mando'a
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Aggressive. As a bonus action, the pyrotech can move up to its speed toward a hostile creature that it can see.
Keen Hearing and Sight. The pyrotech has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the pyrotech has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Mandalorian Tech. The pyrotech deals one extra die of damage with its weapons (included).
Moderately Armored. While wearing medium armor, the pyrotech adds 3, rather than 2, to its AC and no longer has disadvantage on Dexterity (Stealth) checks.
Personal Barrier. The pyrotech has a personal barrier that has 10 hit points. Whenever the pyrotech takes damage, the barrier takes the damage instead, if the damage reduces the barrier to 0 hit points, the pyrotech takes the remaining damage. Whenever the pyrotech casts a tech power of 1st level or higher, the barrier regains hit points equal to the number of tech points spent. The barrier cannot exceed 20 total hit points.
Tactical Technology. When the pyrotech casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Tech Advantage. Once per turn, the pyrotech can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the pyrotech that isn’t incapacitated.
Techcasting. The pyrotech is a 10th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 44 tech points and knows the following tech powers:
At-will: assess the situation, combustive shot, jet of flame
1st-level: energy shield, flame sweep, oil slick, ring of fire
2nd-level: electromesh, magnetic field, overheat, pyrotechnics
3rd-level: explosion, flaming shots, kolto cloud, sabotage charges, tech overide
4th-level: ballistic shield, elemental accelerant
5th-level: immolateActions
Blaster Carbine. Ranged Weapon Attack: +7 to hit, range 70/280 ft., one target. Hit: 10 (2d6 + 3) energy damage.
Tech Blast. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Mandalorian Explosives Artiste
Medium humanoid (any), lawful neutral
- Armor Class 17 (mesh armor, light shield generator)
- Hit Points 136 (21d8 + 42)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 20 (+5) 16 (+3) 14 (+2)
- Saving Throws Dex +9, Int +9, Wis +7
- Skills Acrobatics +9, Deception +6, Investigation +9, Perception +7, Piloting +9, Sleight of Hand +9, Survival +7, Stealth +9, Technology +9
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 17
- Languages Basic, Mando'a
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Aggressive. As a bonus action, the artiste can move up to its speed toward a hostile creature that it can see.
Explosives Expert. As a bonus action, the artiste throw a grenade. Additionally the artiste's explosives deal two extra die of damage and the DC increases by 2 (included).
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the artiste has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Keen Hearing and Sight. The artiste has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (3/Day). If The artiste fails a saving throw, it can choose to succeed instead.
Mandalorian Tech. The artiste deals one extra die of damage with its weapons (included).
Moderately Armored. While wearing medium armor, the artiste adds 3, rather than 2, to its AC (included).
Tactical Technology. When the artiste casts a tech power that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the power and to succeed on the required saving throw.
Techcasting. The artiste is an 8th-level techcaster. Its techcasting ability is Intelligence (tech save DC 17, +9 to hit with tech powers). It has 37 tech points and knows the following tech powers:
At-will: assess the situation, on/off
1st-level: element of surprise, energy shield, flash, homing rockets, smoke cloud, spot the weakness, stack the deck, tranquilizer
2nd-level: concealed caltrops, detect traps, electromesh, magnetic field, overheat, shatter
3rd-level: debilitating gas, diminish tech, explosion, fabricate trap, kolto cloud, sabotage charges, scramble interface
4th-level: salvo, sensor probeTwo-Weapon Mastery. The artiste adds its ability modifier to two-weapon fighting damage. Additionally, the artiste gains a +1 bonus to AC while wielding a separate weapon in each hand (included).
Actions
Multiattack. The artiste makes one attack with its blaster pistol, one attack with its offhand blaster pistol, and throws a grenade, if available.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 50/200 ft., one target. Hit: 12 (2d6 + 5) energy damage.
Offhand Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 50/200 ft., one target. Hit: 12 (2d6 + 5) energy damage.
Fragmentation Grenade (6/Day). The artiste throws a grenade, choosing a point within 35 feet. Each creature within 10 feet must make a DC 16 Dexterity saving throw. A creature takes 22 (4d10) kinetic damage on a failed save, or half as much as on a successful one.
Paint Grenade (4/Day). The artiste throws a grenade filled with paint, choosing a point within 35 feet. Each creature within 15 feet must make a DC 16 Dexterity saving throw. A creature takes 5 (2d4) kinetic damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is covered in paint and blinded. A creature can use its action to wipe away the paint removing the condition.
Mandalorian Hunter
Medium humanoid (any), lawful neutral
- Armor Class 18 (heavy exoskeleton)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 18 (+4) 20 (+5) 14 (+2)
- Saving Throws Dex +11, Wis +10
- Skills Acrobatics +11, Insight +10, Perception +10, Piloting +9, Stealth +11, Survival +10
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 20
- Languages Basic, Mando'a
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Aggressive. As a bonus action, the hunter can move up to its speed toward a hostile creature that it can see.
Brave. The hunter has advantage on saving throws against being frightened.
Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of the hunter, and it can use its blaster weapons when making opportunity attacks.
Mandalorian Tech. The hunter deals one extra die of damage with its weapons (included).
Moderately Armored. While wearing medium armor, the hunter adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the hunter has a flying speed of 40 feet. The jetpack lasts for a maximum of 10 minutes.
Keen Hearing and Sight. The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (3/Day). If the hunter fails a saving throw, it can choose to succeed instead.
Ranger's Quarry. The hunter chooses a creature that it can see within 90 feet and marks it as their quarry. For the next 10 minutes. once per round it deals 4 (1d8) additional damage to its quarry, of the same type as the weapon used. Additionally the Mandalorian has advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find its quarry while it’s on the same planet.
Sharpshooter. The hunter's ranged attacks ignore half cover and three-quarters cover and attacking at long range no longer imposes disadvantage on its ranged weapon attack rolls.
Actions
Multiattack. The hunter makes three weapon attacks and uses its whistling birds, wire restraint, wrist flamer, or throws a thermal detonator.
Vibrodagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 45/180 ft., one target. Hit: 15 (2d8 + 6) energy damage.
Sniper Rifle. Ranged Weapon Attack: +11 to hit, range 150/600 ft, one target. Hit: 19 (2d12 + 6) energy damage.
Wire Restraint. Ranged Weapon Attack: +11 to hit, range 30 ft., one target. Hit: Target is grappled. On the target's turn, it can use its action to make a DC 15 Strength check to break the wire.
Thermal Detonator (3/Day). The hunter throws a grenade at a point within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Whistling Birds (4/Day) The hunter shoots 3 explosives from its wrist launcher. Each explosive hits a creature that it can see within range. Each explosive deals 3 (1d4 + 1) fire damage to its target. The explosives all strike simultaneously, and can hit one creature or several.
Wrist Flamer (3/Day). Each creature in a line 15 feet long and 5 feet wide or a 15-foot cone must make a DC 14 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Mand'alor
Medium humanoid (any), lawful neutral
- Armor Class 18 (composite armor)
- Hit Points 300 (36d8 + 108)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 16 (+3) 18 (+4) 18 (+4) 22 (+6)
- Saving Throws Dex +14, Wis +11, Cha +13
- Skills Acrobatics +14, Insight +11, Intimidation +13, Perception +11, Persuasion +13, Stealth +14, Survival +11
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 21
- Languages Basic, Mando'a
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Aggressive. As a bonus action, Mand'alor can move up to its speed toward a hostile creature that it can see.
Close Quarters Shooter. Creatures provoke an opportunity attack when they move to within 15 feet of Mand'alor, and it can use its blaster weapons when making opportunity attacks.
Combat Tech. When Mand'alor uses its action to cast a tech power, it can make one weapon attack as a bonus action.
Keen Hearing and Sight. Mand'alor has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, Mand'alor has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Improved Mandalorian Tech. Mand'alor deals two extra dice of damage with its weapons (included).
Moderately Armored. While wearing medium armor, Mand'alor adds 3, rather than 2, to its AC (included) and no longer has disadvantage on Dexterity (Stealth) checks.
Techcasting. Mand'alor is a 14th-level techcaster. Its techcasting ability is Intelligence (tech save DC 19, +11 to hit with tech powers). It has 60 tech points and knows the following tech powers:
At-will: assess the situation, encrypted message, kolto pack, temporary boost
1st-level: energy shield, flame sweep, flash, spot the weakness, tactical barrier, tranquilizer
2nd-level: detect invisibility, electromesh, shared shielding, smuggle
3rd-level: explosion, kolto cloud, tactical advantage, tech overide
4th-level: ballistic shield, defibrillate, kolto reserve, scan area
5th-level: immolate, paralyze creature
6th-level: disperse energy, firestorm
7th-level: greater sabotage charges, tactical superiorityTwo-Weapon Mastery. Mand'alor adds its ability modifier to two-weapon fighting damage. Additionally, it gain a +1 bonus to AC while wielding a separate weapon in each hand (included).
Actions
Multiattack. Mand'alor makes five attacks: three with its heavy pistol and two with its darksaber.
Heavy Pistol. Ranged Weapon Attack: +14 to hit, range 45/180 ft., one target. Hit: 20 (3d8 + 7) energy damage.
Darksaber. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 7 + 3) energy damage. Mand'alor gains +3 to attack and damage rolls made with this enhanced lightsaber (included). This weapon ignores resistance to energy damage. When Mand'alor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, they cut 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.
Legendary Actions
Mand'alor 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. Mand'alor regains spent legendary actions at the start of its turn.
Attack. Mand'alor makes one weapon attack.
Move. Mand'alor can move up to its speed without provoking opportunity attacks.
Sole Leader (Costs 3 Actions). Mand'alor shouts a rallying cry to allies within 60 feet that can hear or see it. Whenever Mand'alor or a friendly creature within range makes an attack roll or a saving throw, they can roll a d8 and add the number rolled to the attack roll or saving throw. This aura lasts for one round.
Mistryl Apprentice
Medium humanoid, neutral balanced
- Armor Class 16 (unarmored defense)
- Hit Points 60 (11d8 + 11)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 12 (+1)
- Skills Acrobatics +5, Insight +5, Stealth +7
- Senses passive Perception 13
- Languages Basic, Mistryl Battle Language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Focus Strikes. The mistryl has trained in a variety of special martial arts. It has 5 focus points, which it can expend to amplify its strikes. It can only ever use one strike per turn.
Disarming Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Strength saving throw. On a failed save, the creature drops one melee weapon of the mistryl's choice that it is wielding.
Open Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Strength or Dexterity saving throw (the creature chooses the ability to use) or be knocked prone.
Stunning Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 13 Constitution saving throw or become stunned until the end of its next turn.
Poisoner Style. When a creature rolls a 1 on the saving throw against a poison the mistryl controls, they treat the effect’s damage as if it had rolled the maximum.
Unarmored Defense. While the mistryl is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The mistryl makes three weapon attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Zenji Needle. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) kinetic damage and the target must make a DC 13 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.
Mistryl Master
Medium humanoid, neutral balanced
- Armor Class 17 (unarmored defense)
- Hit Points 84 (13d8 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2)
- Saving Throws Dex +7, Int +4
- Skills Acrobatics +7, Athletics +4, Deception +5, Insight +6, Perception +6, Stealth +10
- Senses passive Perception 16
- Languages Basic, Mistryl Battle Language
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Cunning Action. On each of its turns, the mistryl can use a bonus action to take the Dash, Disengage, or Hide action.
Focus Strikes. The mistryl has trained in a variety of special martial arts. It has 10 focus points, which it can expend to amplify its strikes. It can only ever use one strike per turn.
Disarming Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 14 Strength saving throw. On a failed save, the creature drops one melee weapon of the mistryl's choice that it is wielding.
Open Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 14 Strength or Dexterity saving throw (the creature chooses the ability to use) or be knocked prone.
Stunning Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 14 Constitution saving throw or become stunned until the end of its next turn.
Poisoner Style. When a creature rolls a 1 on the saving throw against a poison the mistryl controls, they treat the effect’s damage as if it had rolled the maximum.
Sneak Attack. Once per turn, the mistryl can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mistryl that isn’t incapacitated.
Unarmored Defense. While the mistryl is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The mistryl makes three weapon attacks.
Shock Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or it takes an additional 2 (1d4) lightning damage and becomes shocked until the end of its next turn.
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Hold-Out Blaster. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) energy damage.
Zenji Needle. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) kinetic damage and the target must make a DC 14 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.
Reactions
Uncanny Dodge. The mistryl halves the damage that it takes from an attack that hits it. The mistryl must be able to see the attacker.
Mistryl Prime
Medium humanoid (human), neutral balanced
- 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) 14 (+2) 18 (+4) 16 (+3)
- Saving Throws Str +7, Dex +10, Int +7
- Skills Acrobatics +10, Athletics +7, Deception +8, Insight +9, Perception +9, Sleight of Hand +15, Stealth +15
- Senses passive Perception 19
- Languages Basic, Mistryl Battle Language
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Assassinate. During its first turn, the mistryl has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the mistryl scores against a surprised creature is a critical hit.
Cunning Action. On each of its turns, the mistryl can use a bonus action to take the Dash, Disengage, or Hide action.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the mistryl, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Focus Strikes. The mistryl has trained in a variety of special martial arts. It has 15 focus points, which it can expend to amplify its strikes.
Focus Strike: Disarming Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 17 Strength saving throw. On a failed save, the creature drops one melee weapon of the mistryl's choice that it is wielding.
Focus Strike: Open Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 17 Strength or Dexterity saving throw (the creature chooses the ability to use) or be knocked prone.
Focus Strike: Stunning Strike. When the mistryl hits with a melee weapon attack, it can expend one focus point to force the target to make a DC 17 Constitution saving throw or become stunned until the end of its next turn.
Legendary Resistance (3/Day). If the mistryl fails a saving throw, it can choose to succeed instead.
Poisoner Style. When a creature rolls a 1 on the saving throw against a poison the mistryl controls, they treat the effect’s damage as if it had rolled the maximum.
Sneak Attack. Once per turn, the mistryl can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mistryl that isn’t incapacitated.
Techcasting. The mistryl is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +7 to hit with tech powers). It has 22 tech points and knows the following tech powers:
At-will: encrypted message, light, poison spray
1st-level: alarm, decryption program, holographic disguise
2nd-level: concealed caltrops, infiltrate, paralyze humanoid
3rd-level: invisibility to cameras, tactical advantageUnarmored Defense. While the mistryl is wearing no armor and wielding no shield, its AC includes its Wisdom modifier (included).
Actions
Multiattack. The mistryl makes three attacks with either its techblade or zenji needle, or four attacks with its electrowhip, unarmed strike, or hold-out blaster.
Electrowhip. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or it takes an additional 2 (1d4) lightning damage and becomes shocked until the end of its next turn.
Techblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) kinetic damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 24 (7d6) poison damage and is poisoned for 1 minute. On a success, the target takes half damage and isn't poisoned.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) kinetic damage.
Hold-Out. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 7 (1d4 + 5) energy damage.
Zenji Needle. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) kinetic damage and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned.
Reactions
Uncanny Dodge. The mistryl halves the damage that it takes from an attack that hits it. The mistryl must be able to see the attacker.
Mob
Huge swarm of medium humanoids, unaligned
- Armor Class 11 (natural armor)
- Hit Points 91 (14d12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0)
- Damage Resistances energy, kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 10
- Languages any one language (usually Basic)
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Swarm. The mob can occupy another creature’s space and vice versa, and can move through openings large enough for a medium humanoid. The mob can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The mob makes two improvised weapon attacks.
Improvised Weapons. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target in the swarm's space or within range. Hit: 13 (3d6 + 3) kinetic damage plus 10 (3d6) fire damage, or 10 (2d6 + 3) kinetic damage plus 7 (2d6) fire damage if the mob has half its hit points or fewer.
Mad Scientist
Medium humanoid (any), any dark
- Armor Class 21 (heavy exoskeleton, heavy shield generator)
- Hit Points 182 (28d8 + 56)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 14 (+2) 20 (+5) 8 (-1) 18 (+4)
- Saving Throws Dex +7, Con +7, Int +10, Cha +9
- Skills Deception +9, Medicine +9, Technology +15
- Damage Resistances acid, cold, fire, ion, lightning, sonic
- Condition Immunities exhaustion, frightened
- Senses passive Perception 9
- Languages Basic, any one other language
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Acidic Vials. When a creature hits the mad scientist with a melee attack, it takes 3 (1d6) acid damage.
Madness. The mad scientist's mind is harmful to any who touch it. If the mad scientist is forced to make an Inteliigence, Wisdom, or Charisma saving throw from a force power, the caster must make a DC 18 Intelligence saving throw or become affected by the force confusion force power for 1 minute.
Tech Resistance. The mad scientist has advantage on saving throws against tech powers.
Techcasting. The mad scientist is a 19th-level techcaster. Its techcasting ability is Intelligence (tech save DC 18, +10 to hit with tech powers). It has 81 tech points and knows the following tech powers:
At-will: electrical burst, electroshock, jet of flame, poison spray, ward
1st-level: absorb energy, cryogenic blast, energy shield, oil slick, smoke cloud
2nd-level: darkvision, mirror image, pyrotechnics, shatter
3rd-level: dimish tech, explosion, sending, tech override
4th-level: ballistic shield, holding cell, kolto reserve
5th-level: cryogenic spray, friendly fire, shutdown
6th-level: disintegrate, kolto infusion
7th-level: tactical superiority
8th-level: incendiary cloud
9th-level: invulnerabilityActions
Multiattack. The mad scinetist makes three electrobaton attacks.
Electrobaton. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success, the target takes half damage and isn't shocked.
Maddening Presence (1/Day). Each creature within 30 feet of the mad scientist must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes affected by the force confusion force power for 1 minute. At the end of each of its turns, an affected creature takes 4 psychic damage and repeats this save, ending the effect on a success.
Master Tactician
Medium humanoid (bothan), any alignment
- Armor Class 17 (fiber armor, light shield generator)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 20 (+5) 14 (+2) 14 (+2)
- Saving Throws Dex +7, Int +8,
- Skills Deception +8, Insight +8, Investigation +11, Lore +11, Perception +8
- Damage Resistances psychic
- Senses passive Perception 18
- Languages Basic, Bothese
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Critical Analysis. As a bonus action the tactician can analyze a target it can see within 90 feet. For the next minute, or until it analyzes another target, it gains the following benefits:
After analyzing a hostile creature, the tactician can use its Intelligence modifier instead of Dexterity for attack and damage rolls against that creature.
After analyzing a friendly creature, the target can end the tactician's Critical Analysis on them (no action required). The target then gains a +5 bonus that can be applied to one attack roll, ability check, or saving throw that the target makes.
Cunning Action. On each of its turns, the tactician can use a bonus action to take the Dash, Disengage, or Hide action.
Discoveries. The tactician is able to utilize the following discoveries:
Firing Command. As a bonus action, the tactician can take the Help action. Additionally, when it takes the Help action, it has a range of 30 feet instead of touch.
Hardened Mind. The tactician has advantage on saving throws against illusions or on checks to discern illusions from reality.
Mental Prowess. The tactician is able to use its Intelligence modifier to make or escape a grapple check.
Targeted Analysis. Attack rolls against the target of the tactician's Critical Analysis cannot suffer from disadvantage.Multitasker. The tactician can take a second reaction each round. It can only take one reaction per turn.
Naturally Stealthy. The tactician can attempt to hide even when obscured only by a creature its size or larger.
Pushing Attack (2/Day). When the tactician hits a target with an attack, it can attempt to drive the target back. The attack does an additional 5 (1d10) weapon damage. The target must make a DC 16 Strength saving throw or be pushed 15 feet away from the Tactician.
Trip Attack (2/Day). When the tactician hits a target with an attack, it can attempt to to knock the target down. The attack does an additional 5 (1d10) weapon damage. If the target is Large or smaller, it must make a DC 16 Strength saving throw or be knocked prone.
Actions
Techblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 10 (1d12 + 4) energy damage.
Reactions
Fire As One. Once per round, when the creature that is the target of the tactician's critical analysis is attacked by a creature other than the tactician, the tactician can use its reaction to make one weapon attack against the critical analysis target.
Riposte (2/Day). Once per turn, when a creature misses the tactician with an attack, the tactician can use its reaction to make a melee weapon attack against the creature. If the attack hits, the target suffers the attack's normal damage and an additional 5 (1d10) weapon damage.
Medic
Medium humanoid (any), unaligned
- Armor Class 14 (fiber armor, light shield generator)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 10 (+0)
- Skills Medicine +3, Perception +3
- Senses passive Perception 13
- Languages Basic
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Techcasting. The medic is a 3rd-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers). It has 14 tech points and knows the following tech powers:
At-will: acid splash, temporary boost, warding shot
1st-level: bacta pack, element of surprise, kolto pack, poison dart, toxin scan
2nd-level: paralyze humanoid, toxin purge, shared shieldingTriage. Any friendly creature reduced to 0 hit points within 15 feet of the medic is automatically considered to be alive and stabilized.
Actions
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 70/280 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Mercenary Captain
Medium humanoid (any), any alignment
- Armor Class 20 (assault armor, heavy shield generator)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2)
- Saving Throws Int +5, Wis +3, Cha +5
- Skills Athletics +6, Persuasion +5
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Martial Advantage. Once per turn, the mercenary can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't incapacitated.
Actions
Multiattack. The mercenary makes three weapon attacks.
Techblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Hold-Out Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) energy damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the mercenary can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the mercenary. A creature can benefit from only one Leadership die at a time. This effect ends if the mercenary is incapacitated.
Reactions
Parry. The mercenary adds 3 to its AC against one melee attack that would hit it. To do so, the mercenary must see the attacker and be wielding a melee weapon.
Noghri Lethal Assassin
Medium humanoid (noghri), any alignment
- Armor Class 17 (fiber armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
- Saving Throws Dex +8, Int +4
- Skills Acrobatics +8, Perception +10, Stealth +11, Survival +10
- Senses passive Perception 20
- Languages Basic, Honoghran
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Assassinate. During its first turn, the noghri has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the noghri scores against a surprised creature is a critical hit.
Avoidance. If the noghri is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Cunning Action. On each of its turns, the noghri can use a bonus action to take the Dash, Disengage, or Hide action.
Powerful Leap. If the noghri jumps at least 10 feet in a straight line before hitting with a melee weapon attack, the noghri can attempt to shove the target prone as part of the same attack.
Sneak Attack. Once per turn, the noghri can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the noghri that isn’t incapacitated.
Strong-Legged. When the noghri makes a long jump, it can leap up to 30ft. When the Assassin makes a high jump it can leap up to 9 ft in the air
Actions
Multiattack. The noghri makes two weapon attacks.
Techblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) kinetic damage.
Vibrodagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Reactions
Uncanny Dodge. The noghri halves the damage that it takes from an attack that hits it. The noghri must be able to see the attacker.
Officer, Junior
Medium humanoid (any), unaligned
- Armor Class 12 (combat suit)
- Hit Points 13 (3d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 14 (+2) 10 (+0) 12 (+1)
- Skills Intimidation +3, Perception +2
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.
Actions
Blaster Carbine. Ranged Weapon Attack: +3 to hit, 70/280 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Command Ally. The officer targets one ally within 30 feet of it. If the ally can hear the officer, the ally can make one weapon attack as a reaction and gains advantage on the attack roll.
Reactions
Human Shield. When a creature the officer can see targets it with an attack, it can choose an ally within 5 feet of it. The officer and ally swap places, and the chosen ally becomes the target instead.
Officer, Senior
Medium humanoid (any), unaligned
- Armor Class 15 (weave armor)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 16 (+3) 10 (+0) 16 (+3)
- Skills Intimidation +5, Perception +2
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Maneuvering Strikes. When the officer hits a creature with a weapon attack, it can choose one ally within 60 feet of it who can see or hear it. That ally can immediately use its reaction to move up to half its speed without provoking opportunity attacks from the target of the officer's attack.
Superior Aura of Command. Friendly creatures that can see and hear the officer within 30 feet of it add a +2 bonus to their attack and damage rolls. This effect ends if the officer is incapacitated.
Actions
Blaster Carbine. Ranged Weapon Attack: +3 to hit, 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Rally Allies. The officer targets up to three allies within 120 feet of it that can hear it. Charmed and frightened effects affecting each creature immediately end.
Call to Attack (3/Day). The officer chooses up to three allies within 120 feet of it that can hear it. Each ally can use its reaction to make one weapon attack.
Reactions
Human Shield. When a creature the officer can see targets it with an attack, it can choose an ally within 5 feet of it. The officer and ally swap places, and the chosen ally becomes the target instead.
Outlaw Archaeologist
Medium humanoid (human), chaotic balanced
- Armor Class 17 (fiber armor)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 24 (+7) 14 (+2) 16 (+3)
- Saving Throws Dex +10, Con +7, Int +12, Cha +8
- Skills Deception +13, Investigation +17, Lore +12, Nature +12, Perception +12, Survival +12, Technology +12
- Senses passive Perception 22
- Languages Basic, Binary, Huttese, Shyriiwook
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Legendary Resistance (3/Day). If the archaeologist fails a saving throw, it can choose to succeed instead.
Practiced Liar. Creatures have disadvantage on insight checks to determine if the archaeologist is lying. If a creature has caught the archaeologist lying before, they do not roll with disadvantage.
Sneak Attack. Once per turn, the archaeologist can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the archaeologist that isn’t incapacitated.
Tech Resistance. The archaeologist has advantage on saving throws against tech powers.
Techcasting. The archaeologist is a 12th-level techcaster. Its techcasting ability is Intelligence (tech save DC 20, +12 to hit with tech powers). It has 43 tech points and knows the following tech powers:
At-will: electroshock, encrypted message, mending, ward
1st-level: element of surprise, holographic disguise, repair droid, translation program
2nd-level: hold droid, infiltrate, shatter, smuggle
3rd-level: explosion, tactical advantage
4th-level: ballistic shield, cloaking screen
5th-level: override interface
6th-level: disintegrateActions
Multiattack. The archaeologist makes two attacks.
Techblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +10 to hit, range 50/200 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Legendary Actions
The archaeologist 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 archaeologist regains spent legendary actions at the start of its turn.
At-will. The archaeologist casts an at-will tech power.
Move. The archaeologist can move up to its speed without provoking opportunity attacks.
Boop (Costs 3 Actions). The archaeologist throws an explosive device at a point within 60 feet. All creatures within a 20-foot radius of the point must make a DC 19 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) energy damage on a failed save, or half as much on a successful one.
Techcasting (Costs 1 Action Per Level). The archaeologist casts a tech power, spending 1 legendary action per level of power cast.
Plaguebearer
Medium humanoid (any), unaligned
- Armor Class 11 (natural armor)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 8 (-1)
- Skills Perception +3, Survival +3
- Senses passive Perception 13
- Languages any it knew before infection
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.
Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 8 (2d6 + 1) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.
Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.
Plaguebearer, Virulent
Medium humanoid (any), unaligned
- Armor Class 13 (unarmored)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
- Skills Perception +3, Survival +3
- Senses passive Perception 13
- Languages any it knew before infection
- Challenge 2 (450 XP) Proficiency Bonus: +2
Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.
Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Actions
Multiattack. The plaguebearer makes two unarmed strikes and, if able, one bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 9 (2d6 + 2) kinetic damage plus 7 (2d6) poison damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.
Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.
Reactions
Virulent Dissemination. When the plaguebearer is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the plaguebearer must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The plaguebearer is disintegrated.
Purge Trooper
Medium humanoid (human), lawful dark
- Armor Class 16 (battle armor)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
- Skills Lore +3, Perception +4, Stealth +5, Survival +4
- Senses passive Perception 14
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Force Resistance. The trooper has advantage on saving throws against force powers.
Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.
Training Inquisitorius. The trooper deals one extra die of damage with its weapons (included).
Actions
Multiattack. The trooper makes two weapon attacks.
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Reactions
Force Backlash. When the trooper succeeds on a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within attack range of the caster, it can immediately make a weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.
Purge Trooper, Commander
Medium humanoid (human), lawful dark
- Armor Class 16 (battle armor)
- Hit Points 104 (16d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) 16 (+3)
- Saving Throws Dex +7, Wis +5
- Skills Insight +6, Intimidation +6, Perception +6, Stealth +7, Survival +6
- Senses passive Perception 16
- Languages Basic, any one other language
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Cover to Cover. Attack rolls made against the trooper on its turn are made with disadvantage.
Force Resistance. The trooper has advantage on saving throws against force powers.
Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.
Surprise Attack. If the trooper 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.
Training Inquisitorius. The trooper deals one extra die of damage with its weapons (included).
Actions
Multiattack. The trooper makes two melee weapon attacks or three ranged weapon attacks.
Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Shock Grenade (3/Day). The trooper throws a grenade, choosing a point within 35 feet. Each creature within 10 feet of the point must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Reactions
Force Backlash. When the trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.
Purge Trooper, Electrobaton
Medium humanoid (human), lawful dark
- Armor Class 15 (fiber armor)
- Hit Points 71 (13d8 + 13)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
- Saving Throws Dex +6, Wis +4
- Skills Acrobatics +6, Perception +5, Stealth +6, Survival +5
- Senses passive Perception 15
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile creature it can see.
Force Resistance. The trooper has advantage on saving throws against force powers.
Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.
Training Inquisitorius. The trooper deals one extra die of damage with its weapons (included).
Actions
Multiattack. The trooper makes four melee weapon attacks.
Electrobatons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.
Reactions
Force Backlash. When the trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.
Parry. The trooper adds 3 to its AC against one melee attack that would hit it. To do so, the trooper must see the attacker and be wielding a melee weapon.
Purge Trooper, Electrohammer
Medium humanoid (human), lawful dark
- Armor Class 17 (assault armor)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 14 (+2)
- Saving Throws Str +7, Wis +4
- Skills Athletics +7, Intimidation +5, Perception +5, Survival +5
- Senses passive Perception 15
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile creature it can see.
Force Resistance. The trooper has advantage on saving throws against force powers.
Heavy Blows. The trooper adds half its Strength modifier (rounded up) to attacks it makes with two-handed weapons (included).
Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.
Training Inquisitorius. The trooper deals one extra die of damage with its weapons (included).
Actions
Multiattack. The trooper makes two electrohammer attacks.
Electrohammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.
Shockwave (Recharge 5-6). The trooper slams its hammer into the ground, creating a shockwave that extends in a 10-foot radius centered on itself. Each creature in the area must succeed on a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 16 (3d6 + 6) lightning damage. On a successful save, the creature takes only half damage, isn't knocked prone, and is pushed 5 feet away from the trooper into an unoccupied space. If no unoccupied space is within range, the creature instead falls prone.
Reactions
Force Backlash. When the trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.
Purge Trooper, Electrostaff
Medium humanoid (human), lawful dark
- Armor Class 16 (battle armor)
- Hit Points 98 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
- Saving Throws Dex +6, Wis +5
- Skills Perception +5, Stealth +6, Survival +5
- Senses passive Perception 15
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the trooper can move up to its speed toward a hostile creature it can see.
Blood Thirsty. When the trooper misses with a melee weapon attack, it can immediately make another melee attack as a bonus action against the same target. Alternatively, if the trooper lands two electrostaff attacks against the same target, it can instead use its bonus action to make one additional attack.
Force Resistance. The trooper has advantage on saving throws against force powers.
Jedi Hunter. The trooper has advantage on Wisdom (Survival) checks to track humanoids that can cast force powers and on Intelligence (Lore) checks to recall information about Jedi and the Force.
Training Inquisitorius. The trooper deals one extra die of damage with its weapons (included).
Actions
Multiattack. The trooper makes two electrostaff attacks.
Electrostaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success the target takes half damage and isn't shocked.
Reactions
Force Backlash. When the trooper is forced to make a saving throw against a force power, it can immediately use its reaction to move up to half its speed toward the caster. If it ends its movement within 5 feet of the caster, it can immediately make a melee weapon attack against the target as part of the reaction. This movement does not provoke opportunity attacks.
Revanite, Believer
Medium humanoid (any), any dark
- Armor Class 13 (unarmored)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
- Skills Insight +4, Lore +3, Persuasion +5
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Devotion. The revanite has advantage on saving throws against being charmed or frightened.
Forcecasting. The revanite is a 3rd-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, +5 to hit with force powers). It has 15 force points and knows the following force powers:
At-will: denounce, enfeeble, force push/pull, shock
1st-level: cloud mind, curse, sap vitality
2nd-level: calm emotions, force blind/deafenActions
Multiattack. The revanite makes two techblade attacks.
Techblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Revanite, Follower
Medium humanoid (any), any dark
- Armor Class 12 (unarmored)
- Hit Points 11 (2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1)
- Skills Lore +3
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Forcecasting. The revanite is a 1st-level forcecaster. Its forcecasting ability is Charisma (power save DC 11, +3 to hit with force powers). It has 5 force points and knows the following force powers:
At-will: denounce, force push/pull, shock
1st-level: cloud mind, curse, sense forceActions
Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Revanite, Worshipper
Medium humanoid (any), any dark
- Armor Class 14 (armored robes)
- Hit Points 71 (11d8 + 22)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
- Saving Throws Dex +5, Cha +5
- Skills Deception +5, Insight +3, Lore +3, Persuasion +5
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Devotion. The revanite has advantage on saving throws against being charmed or frightened.
Forcecasting. The revanite is a 5th-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, +5 to hit with force attacks). It has 23 force points and knows the following force powers:
At-will: denounce, force technique, force push/pull, saber reflect, shock
1st-level: battle precognition, cloud mind, curse, heal, sap vitality
2nd-level: calm emotions, force blind/deafen, force sight
3rd-level: bestow curse, convulsion, remove curseActions
Multiattack. The revanite makes two lightfoil attacks.
Lightfoil. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Riot
Gargantuan swarm of medium humanoids (any), unaligned
- Armor Class 11 (natural armor)
- Hit Points 199 (19d20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Damage Resistances kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 10
- Languages any one language
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Strength in Numbers. The swarm has advantage on Strength and Constitution checks and saving throws.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The swarm makes three improvised weapon attacks.
Improvised Weapon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or 20/60 ft., one target in the swarm's space or within range. Hit: 15 (3d6 + 5) kinetic damage plus 10 (3d6) fire damage, or 12 (2d6 + 5) kinetic damage plus 7 (2d6) fire damage if the swarm has half its hit points or fewer.
Roguish Corsair
Medium humanoid (any), any alignment
- Armor Class 17 (composite armor)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
- Skills Acrobatics +7, Athletics +4, Persuasion +5
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Avoidance. If the corsair is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Fancy Footwork. If the corsair makes a melee attack against a creature during its turn, that creature cannot make an opportunity attack against it for the rest of the corsair's turn.
Nimble Escape. The corsair can take the Dash or Disengage action as a bonus action on each of its turns.
Rakish Audacity. If the corsair is within 5 feet of an enemy and no other creatures are within 5 feet of the corsair, and it doesn't have disadvantage on the attack roll, it can use its sneak attack.
Sneak Attack. Once per turn, the corsair can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the corsair that isn’t incapacitated.
Suave Defense. While the corsair is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier (included).
Actions
Multiattack. The corsair makes three attacks: one with its vibrodagger and two with its vibrorapier. It can choose to replace one attack with a light pistol attack.
Vibrodagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or 20/60, one target. Hit: 6 (1d4 + 4) kinetic damage.
Vibrorapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage.
Light Pistol. Ranged Weapon Attack: +7 to hit, range 40/160, one target. Hit: 6 (1d4 + 4) energy damage.
Reactions
Parry. The corsair adds 3 to its AC against one melee attack that would hit it. To do so, the corsair must see the attacker and be wielding a melee weapon.
Ruffian
Medium humanoid (any), neutral dark
- Armor Class 14 (fiber armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 12 (+1)
- Skills Intimidation +3
- Senses passive Perception 9
- Languages Basic, Huttese
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Actions
Vibrobaton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +4, range 40/160, one target. Hit: 6 (1d8 + 2) energy damage
Smuggler
Medium humanoid (any), chaotic balanced
- Armor Class 17 (fiber armor)
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 18 (+4) 16 (+3) 16 (+3)
- Saving Throws Dex +8, Cha +6
- Skills Acrobatics +8, Deception +9, Perception +6, Persuasion +6, Piloting +10, Stealth +8
- Senses passive Perception 16
- Languages Basic, Huttese
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Bad Feeling When the smuggler rolls for initiative, it can move up to 30 feet. This movement happens before the initiative order is determined.
Cunning Action. On each of its turns, the smuggler can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the smuggler can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the smuggler that isn’t incapacitated.
Techcasting. The smuggler is a 6th-level techcaster. Its techcasting ability is Intelligence (tech save DC 15, +7 to hit with tech powers). It has 28 tech points and knows the following tech powers:
At-will: assess the situation, combustive shot, encrypted message
1st-level: element of surprise, flash, oil slick, smoke cloud, stack the deck, target lock
2nd-level: capacity boost, infiltrate, mirror image, smuggle, translocate
3rd-level: debilitating gas, invisibility to camerasActions
Multiattack. The smuggler makes two weapon attacks.
Hidden Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Heavy Blaster Pistol. Ranged Weapon Attack. +8 to hit, range 40/160 ft., one target. Hit: 9 (1d8 + 5) energy damage.
Reactions
Uncanny Dodge. The smuggler halves the damage that it takes from an attack that hits it. The smuggler must be able to see the attacker.
Software Developer
Medium humanoid (any), any lawful
- Armor Class 15 (fiber armor, light shield generator)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 19 (+4) 12 (+1) 9 (-1)
- Saving Throws Dex +4, Int +6
- Skills Lore +6, Technology +6
- Senses passive Perception 11
- Languages Basic, two other languages
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Techcasting. The developer is a 9th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 40 tech points and knows the following tech powers:
At-will: assess the situation, electrical burst, electroshock, minor hologram, ward
1st-level: alarm, decryption program, energy shield, hologram, overload, repair droid
2nd-level: detect invisibility, hold droid, mirror image, translocate
3rd-level: diminish tech, greater hologram, scramble interface, tech override
4th-level: ballistic shield, synchronicity
5th-level: override interfaceActions
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage.
Senior Scientist
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor, light shield generator)
- Hit Points 110 (20d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 14 (+2) 16 (+3)
- Saving Throws Dex +6, Con +5, Int +9
- Skills Deception +10, Technology +13
- Damage Resistances acid, cold, fire, ion, lightning, and sonic
- Senses passive Perception 12
- Languages Basic, any one other language
- Challenge 11 (7,200 XP) Proficiency Bonus: +4
Techcasting. The scientist is an 18th-level techcaster. Its techcasting ability is Intelligence (tech save DC 17, +9 to hit with tech powers). It has 77 tech points and knows the following tech powers:
At-will: acid splash, cryogenic burst, jet of flame, poison spray
1st-level: absorb energy, condense/vaporize, cryogenic blast, oil slick, poison dart, smoke cloud
2nd-level: acid dart, cryogenic volley, paralyze humanoid, pyrotechnics, toxin purge
3rd-level: cryogenic suspension, debilitating gas, explosion, protection from energy
4th-level: corrosive sphere, cryogenic storm, kolto reserve
5th-level: cryogenic spray, toxic cloud
6th-level: carbon fog, carbonite, firestorm
7th-level: neurotoxin
8th-level: incendiary cloud
9th-level: carbonite explosionActions
Sonic Pistol. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) sonic damage.
Salvager
Medium humanoid (any), any alignment
- Armor Class 14 (fiber armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
- Skills Investigation +4, Lore +4, Technology +4
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Staunch. The salvager has advantage on saving throws against being charmed or frightened.
Techcasting. The salvager is a 4th-level techcaster. Its techcasting ability is Intelligence (tech save DC 12, +4 to hit with tech powers). It has 18 tech points and knows the following tech powers:
At-will: electroshock, mending, poison spray, ward
1st-level: tactical barrier, tranquilizer
2nd-level: cryogenic volley, infiltrateActions
Multiattack. The salvager makes two weapon attacks.
Electrostaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage and the target must make a DC 13 Dexterity saving throw or take 2 (1d4) lightning damage and be shocked until the end of its next turn. On a success, the target takes half damage and isn't shocked.
Heavy Shotgun. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.
Heavy Shotgun Burst (Recharge 4-6). The salvager sprays a 10-foot-cube area within range (60/240) with shots. Each creature in the area must make a DC 12 Dexterity saving throw, taking 7 (2d4 + 2) energy damage on a failed save, or half as much on a successful one.
Sergeant
Medium humanoid (any), any alignment
- Armor Class 16 (weave armor)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1)
- Skills Athletics +3, Persuasion +3
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Martial Advantage. Once per turn, the sergeant can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't incapacitated.
Actions
Multiattack. The sergeant makes two weapon attacks.
Vibrosword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 45/180 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the sergeant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated.
Shistavanen Assault Specialist
Medium humanoid (shistavanen), any alignment
- Armor Class 19 (battle armor, heavy shield generator)
- Hit Points 143 (22d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
- Saving Throws Str +6, Con +6
- Skills Athletics +6, Intimidation +5, Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Basic, any one other language
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Brute Force. The assault specialist deals an additional 3 (1d6) damage when it hits with any attack (included).
Brutish Durability. Any time the assault specialist makes a saving throw, it can roll 1d6 and add it to the total.
Indomitable (2/Day). The assault specialist rerolls a failed saving throw.
Pushing Attack (2/Day). When the assault specialist hits a target with an attack, the attack does an additional 2 (1d4) damage and the target must make a DC 17 Strength saving throw or be pushed 15 feet in any direction.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the assault specialist can regain 20 hit points.
Actions
Multiattack. The assault specialist makes three weapon attacks.
Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 1d6 + 5) kinetic damage.
Assault Cannon. Ranged Weapon Attack: +9 to hit, range 90/360 ft., one target. Hit: 15 (1d12 + 1d6 + 5) energy damage.
Assault Cannon Burst (Recharge 4-6). The assault specialist sprays a 10-foot-cube area within range (90/360) with shots. Each creature in the area must make a DC 17 Dexterity saving throw, taking 15 (1d12 + 1d6 + 5) energy damage on a failed save, or half as much on a successful one.
Reactions
Regenerative. When the assault specialist takes damage, it can use its reaction to regain 6 (1d8 + 2) hit points as long as the triggering damage would not have reduced the assault specialist to 0 hit points.
Spy
Medium humanoid (any), any alignment
- Armor Class 12 (unarmored)
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
- Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
- Senses passive Perception 16
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the spy can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the spy that isn’t incapacitated.
Actions
Multiattack. The spy makes two weapon attacks.
Techblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Hold-Out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) energy damage.
Thug
Medium humanoid (any), any alignment
- Armor Class 12 (combat suit)
- Hit Points 11 (2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 8 (-1)
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Heavy. The thug deals an additional +1 kinetic damage when it attacks with its vibromace (included).
Actions
Vibromace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1 + 1) kinetic damage.
Shotgun. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 6 (2d4 + 1) kinetic damage
Shotgun Burst (Recharge 4-6). The thug sprays a 10-foot-cube area within range (30/120) with shots. Each creature in the area must make a DC 11 Dexterity saving throw, taking 6 (2d4 + 1) energy damage on a failed save, or half as much on a successful one.
T'landa Til Priest
Large humanoid (t'landa til), neutral balanced
- Armor Class 17 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 16 (+3)
- Damage Resistances energy and kinetic damage from unenhanced sources
- Condition Immunities charmed, frightened
- Senses passive Perception 11
- Languages Basic, Huttese
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Force Resistance. The t'landa til has advantage on saving throws against force powers.
Relentless (Recharges after a Short or Long Rest). If the t'landa til takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Trampling Charge. If the t'landa til moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the t'landa til can make one stomp attack against it as a bonus action.
Actions
Multiattack The t'landa til makes three attacks: one with its gore and two with its stomp.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.
Mating Call (Recharge 5-6). The t'landa til emits a sonic vibration paired with an empathetic emission. Every humanoid and biological creature within 100 feet of the t'landa til must succeed on a DC 15 Wisdom saving throw or be charmed. Targets that cannot hear have advantage on the save. While charmed by the t'landa til, the target seeks to assist the t'landa til by any means within the target’s power and perspective (including attacking its enemies, and fulfilling its goals if these are known to the target). At the end of each of its turns or whenever the target takes damage from a source other than the t'landa til, the target can repeat the saving throw.
Trandoshan Elite Warrior
Medium humanoid (trandoshan), any dark
- Armor Class 15 (fiber armor)
- Hit Points 127 (15d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 12 (+1)
- Saving Throws Str +7, Wis +5
- Skills Athletics +7, Intimidation +4, Perception +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, Dosh
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).
Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Rampage. When the trandoshan reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a melee weapon attack.
Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The trandoshan makes three attacks with its greatsword or slugthrower.
Trandoshan Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) kinetic damage.
Slugthrower. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Burst. The trandoshan sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 14 Dexterity saving throw, taking 7 (1d8 + 3) kinetic damage on a failed save, or half as much on a successful one.
Reactions
Parry. The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.
Trandoshan Hunter
Medium humanoid (trandoshan), any dark
- Armor Class 15 (combat suit)
- Hit Points 77 (14d8 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 8 (-1)
- Saving Throws Str +5, Wis +4
- Skills Athletics +5, Perception +4, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, Dosh
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Hunter's Eye (3/Day). As a bonus action on its turn, the trandoshan can add a d10 to the next attack roll or damage roll it makes with a ranged weapon.
Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).
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.
Actions
Multiattack. The trandoshan makes two ranged weapon attacks.
Trandoshan Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.
Trandoshan Huntmaster
Medium humanoid (trandoshan), any dark
- Armor Class 16 (fiber armor and medium shield)
- Hit Points 127 (17d8 + 51)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Str +7, Wis +6
- Skills Athletics +7, Intimidation +5, Perception +6, Persuasion +5, Stealth +5, Survival +6
- Senses darkvision 60 ft., passive Perception 16
- Languages Basic, Dosh
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).
Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Martial Advantage. Once per turn, the trandoshan can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trandoshan that isn’t incapacitated.
Regeneration. The trandoshan regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The trandoshan makes three melee weapon attacks. Alternatively, it can make two ranged weapon attacks with its javelin.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Trandoshan Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.
Leadership (1/Day). For 1 minute, the trandoshan can utter a special command or warning whenever an allied creature that it can see within 30 feet of it makes an attack roll or a saving throw. The ally can add a d4 to its roll provided it can hear and understand the trandoshan. A creature can benefit from only one Leadership die at a time. This effect ends if the trandoshan is incapacitated.
Reactions
Parry. The trandoshan adds 3 to its AC against one melee attack that would hit it. To do so, the trandoshan must see the attacker and be wielding a melee weapon.
Legendary Trandoshan T'Doshok
Medium humanoid (trandoshan), any dark
- Armor Class 17 (assault armor)
- Hit Points 144 (17d8 + 68)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 18 (+4) 12 (+1) 16 (+3) 12 (+1)
- Saving Throws Str +11, Con +9, Wis +8
- Skills Athletics +11, Intimidation +6, Perception +8, Piloting +6, Stealth +9, Survival +8, Technology +6
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic, Dosh
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Cunning Action. On each of its turns, the trandoshan can use a bonus action to take the Dash, Disengage, or Hide action.
Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).
Keen Sight. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/Day). If the trandoshan fails a saving throw, it can choose to succeed instead.
Mortar Gun. As a bonus action, the trandoshan can switch the firing mode of its mortar gun between a blaster and a grenade launcher.
Precision Shot (2/Day). The trandoshan can choose to roll its next ranged attack roll with advantage.
Regeneration. The trandoshan regains 15 hit points at the start of its turn if it has at least 1 hit point.
Sharpshooter Mastery. The trandoshan’s ranged attacks ignore half-cover and three-quarters cover, and attacking at long range doesn’t impose disadvantage on its ranged weapon attack rolls.
Actions
Multiattack. The trandoshan makes three claw attacks, or it can make two ranged attacks with its mortar gun (blaster form only).
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) kinetic damage.
Mortar Gun (Blaster Form). Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 10 (1d12 + 4) kinetic damage.
Mortar Gun (Grenade Launcher Form). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 9 (1d10 + 4) kinetic damage. Hit or miss, the target and each creature within 5 feet of it must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) kinetic damage.
Dioxus Grenade (Recharge 5-6). The trandoshan throws a dioxus grenade at a point it can see within 45 feet. The grenade explodes on contact in a 15-foot sphere, releasing a cloud of poisonous fog. The fog lasts 1 round and the area is heavily obscured. When a creature enters the area for the first time or starts its turn there, that creature must make a DC 17 Constitution saving throw. On a failure, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a success, the creature takes half the damage and isn't poisoned.
Reactions
Dioxus Escape. As a reaction when the trandoshan takes at least 20 damage from a melee attack, it can move up to its speed without provoking opportunity attacks. Additionally, if its Dioxus Grenade is available, the trandoshan can choose to drop a grenade in the space it was before its movement. The dioxus grenade detonates after the trandoshan has completed its movement.
Legendary Actions
The trandoshan 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 trandoshan regains spent legendary actions at the start of its turn.
Heavy Fire. The trandoshan makes one mortar gun attack.
Move. The trandoshan can move up to its speed without provoking opportunity attacks.
Dioxus Grenade (Costs 2 Actions). The trandoshan uses its Dioxus Grenade action. If it is unavailable, the trandoshan can roll to try and recharge it, using the grenade upon a successful recharge.
Trandoshan Warrior
Medium humanoid (trandoshan), any dark
- Armor Class 14 (mesh armor)
- Hit Points 55 (10d8 + 10)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 8 (-1)
- Saving Throws Str +5, Wis +3
- Skills Athletics +5, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, Dosh
- Challenge 2 (450 XP) Proficiency Bonus: +2
Jagganath Training. The trandoshan deals one extra die of damage with its melee weapons (included).
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.
Actions
Multiattack. The trandoshan makes two sword attacks.
Trandoshan Double-Bladed Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.
Trooper
Medium humanoid (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0)
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, any one other language
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Actions
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Trooper, Captain
Medium humanoid (any), any alignment
- Armor Class 16 (battle armor)
- Hit Points 90 (10d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 8 (-1) 14 (+2) 14 (+2)
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Brave. The trooper has advantage on saving throws against being frightened.
Actions
Multiattack. The captain makes two blaster rifle attacks and throws a fragmentation grenade, if available.
Stock Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d8 + 4) energy damage.
Fragmentation Grenade (3/Day). The captain throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much on a success.
Reactions
Commander's Order (1/Day). When an allied creature the captain can see within 30 feet would miss with an attack roll, it can issue a special command. The ally can roll a d4, adding the result to the roll. If the attack would hit, the ally adds the die roll to the attack's damage as well.
Trooper, Demolitions
Medium humanoid (any), any alignment
- Armor Class 16 (weave armor)
- Hit Points 15 (2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (-1)
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Explosives Style. The trooper can throw grenades as a bonus action on its turn.
Actions
Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) energy damage.
Breaching Charge (2/Day). After spending at least 30 seconds setting a charge, the trooper may attach the charge to a surface. The charge can be set with a 6-second timer, or detonated remotely using a remote detonator, which the trooper has. Once detonated, the breaching charge destroys an unenhanced section of wall up to 10 feet wide, 10 feet tall, and 5 feet deep. Additionally, each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) fire damage and 10 (3d6) kinetic damage on a failed save, or half as much on a successful one. A construct makes this save with disadvantage. If the breaching charge is installed on the construct, it automatically fails the saving throw.
Fragmentation Grenade (3/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 11 (2d10) kinetic damage on a failed save, or half as much as on a successful one.
Set Mine (2/Day). After setting this mine, a laser line imperceptible to normal vision extends up to 15 feet out. When the laser is tripped, the mine explodes, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) kinetic damage, or half as much on a successful one.
Trooper, Flame
Medium humanoid (any), any alignment
- Armor Class 16 (battle armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
- Skills Athletics +4
- Damage Resistances fire
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Actions
Pistol Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Flamethrower. Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. A creature takes 13 (3d8) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Trooper, Headhunter
Medium humanoid (any), any alignment
- Armor Class 14 (combat suit)
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Dex +5
- Skills Acrobatics +5, Perception +4, Stealth +5
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, the trooper can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the trooper that isn’t incapacitated.
Actions
Vibrodagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 9 (1d12 + 3) energy damage.
Trooper, Heavy
Medium humanoid (any), any alignment
- Armor Class 17 (heavy exoskeleton)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 10 (+0)
- Skills Athletics +4
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Rock Steady. At the end of each of its turns, if the trooper moved less than half its speed, it has advantage on saving throws to avoid being restrained, moved, or knocked prone. This advantage lasts until the end of its next turn.
Actions
Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Assault Cannon. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d10 + 3) energy damage.
Burst. The trooper sprays a 10-foot cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking 8 (1d10 + 3) energy damage on a failed save, or half as much on a successful one.
Trooper, Jump
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (+1) 12 (+1) 10 (+0)
- Senses darkvision 60 ft., passive Perception 11
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Jetpack. Activating or deactivating the jetpack requires a bonus action and, while active, the trooper has a flying speed of 30 feet. The jetpack lasts for a maximum of 10 minutes.
Actions
Multiattack. The trooper makes two attacks: one with its blaster pistol and one with its wrist launcher.
Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Wrist Launcher. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) kinetic damage, and each creature within 5 feet of the target must make a DC 13 Dexterity saving throw, taking 3 (1d6) kinetic damage on a failed save, or half as much on a success.
Trooper, Mounted
Medium humanoid (any), any alignment
- Armor Class 17 (assault armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 8 (-1)
- Skills Athletics +3
- Condition Immunities exhaustion
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, any one other language
- Challenge 3 (700 XP) Proficiency Bonus: +2
Charge. If the trooper moves at least 20 feet straight toward a creature while mounted and then hits with a vibrolance attack on the same turn, it can make a trample attack against the creature as a bonus action.
Locked Saddle. The trooper cannot be knocked prone, dismounted, or moved against its will while mounted.
Mounted Warrior. While the trooper is mounted, its mount cannot be charmed or frightened.
Actions
Trample (Mounted Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Vibrolance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) kinetic damage.
Assault Cannon. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d10 + 1) energy damage.
Flamethrower (1/Day). Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw. A creature takes 10 (3d6) fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Trooper, Scout
Medium humanoid (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 8 (-1)
- Saving Throws Dex +4
- Skills Acrobatics +4, Perception +3, Piloting +4, Stealth +4, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Cunning Action. On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action.
Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Multiattack. The trooper makes two weapon attacks.
Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Hold-Out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) energy damage.
Trooper, Shore
Medium humanoid (any), any alignment
- Armor Class 16 (battle armor)
- Hit Points 26 (4d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
- Skills Athletics +3, Perception +2, Persuasion +3
- Senses darkvision 60 ft., passive Perception 12
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Actions
Multiattack. The trooper makes two blaster rifle attacks or two stock strike attacks.
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Thermal Detonator (1/Day). The trooper throws a grenade, choosing a point it can see within 40 feet. Each creature within 10 feet must make a DC 14 Dexterity saving throw. A creature takes 7 (2d6) fire and 11 (2d10) 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.
Trooper, Sniper
Medium humanoid (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 8 (-1)
- Saving Throws Wis +3
- Skills Perception +5, Piloting +4, Stealth +4, Survival +3
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic, any one other language
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Keen Hearing and Sight. The trooper has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.
Sniper Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d12 + 2) energy damage.
Trooper Squad
Gargantuan swarm of medium humanoids (any), any alignment
- Armor Class 15 (mesh armor)
- Hit Points 162 (13d20 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 10 (+0)
- Saving Throws Dex +5, Wis +3
- Skills Perception +3
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, any one other language
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Reactive. The squad can take one reaction each turn.
Squad. The squad can occupy another creature's space and vice versa, and can move through openings large enough for a Medium humanoid. The squad can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The squad makes four blaster rifle attacks, or two blaster rifle attacks if it has half its hit points or fewer.
Blaster Rifle. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Massed Fire (Recharge 5-6). The squad fires en masse at a point within 150 feet. Each creature of the squad's choice in a 10-foot radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) energy damage, or 18 (4d8) energy damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
Trooper, Sapper
Medium humanoid (any), any alignment
- Armor Class 15 (weave armor)
- Hit Points 11 (2d8 + 4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Language Basic, any one other language
- Challenge 1 (200 XP) Proficiency Bonus: +2
Techcasting. The trooper is a 1st-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 7 tech points and knows the following tech powers:
At-will: ion blast, ionic strike, on/off
1st-level: energy shield, oil slick, overloadActions
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +3 to hit, range 60/240 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Trooper, Field Medic
Medium humanoid (any), any alignment
- Armor Class 15 (weave armor)
- Hit Points 11 (2d8 + 4)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 16 (+3) 16 (+3) 8 (-1)
- Skills Insight +5, Medicine +7
- Senses darkvision 60 ft., passive Perception 13
- Languages Basic, any one other language
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Techcasting. The trooper is a 1st-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 7 tech points and knows the following powers:
At-will: assess the situation, electroshock, temporary boost
1st-level: expeditious retreat, flash, kolto packActions
Pistol Whip. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Hold-out Blaster. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) energy damage.
Tusken Brute
Medium humanoid (tusken), chaotic dark
- Armor Class 13 (fiber armor)
- Hit Points 68 (8d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 8 (-1)
- Skills Animal Handling +3, Survival +3
- Senses passive Perception 11
- Languages Tusken
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.
Rampage. When the tusken reduces a creature to 0 hit points with a melee attack on its turn, it can immediately move up to half its speed and make a melee weapon attack.
Actions
Multiattack. The tusken makes two gaffi stick attacks.
Gaffi Stick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage. This attack has the dire 1 and piercing 1 properties.
Tusken Chieftain
Medium humanoid (tusken), chaotic dark
- Armor Class 16 (battle armor)
- Hit Points 93 (11d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
- Saving Throws Str +6, Con +6, Wis +3
- Skills Animal Handling +3, Intimidation +3, Perception +3, Survival +3
- Senses passive Perception 11
- Languages Tusken
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The tusken makes two gaffi stick attacks.
Gaffi Stick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) kinetic damage. This attack has the dire 1 and piercing 1 properties.
Cycler Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.
Battle Cry (1/Day). Each creature of the chieftain's choice that is within 30 feet of it, can hear it, and isn't already affected by Battle Cry gains advantage on all attack rolls until the start of the chieftain's next turn. The chieftain can then make one attack as a bonus action.
Tusken Raider
Medium humanoid (tusken), chaotic dark
- Armor Class 12 (combat suit)
- Hit Points 15 (2d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 8 (-1)
- Skills Animal Handling +2, Survival +2
- Senses passive Perception 10
- Languages Tusken
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.
Actions
Gaffi Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. This attack has the dire 1 and piercing 1 properties.
Cycler Rifle. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) kinetic damage.
Tusken Shaman
Medium humanoid (tusken), chaotic dark
- Armor Class 15 (mesh armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
- Saving Throws Con +5, Wis +6
- Skills Animal Handling +6, Perception +6, Survival +6
- Senses passive Perception 16
- Languages Tusken
- Challenge 3 (700 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the tusken, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Field Surgeon (3/Day). When the tusken attacks a creature with a weapon attack, it can roll a d4 and add the number rolled to the attack roll. On a hit, the target takes additional damage equal to the roll. Hit or miss, the tusken can choose either itself or an ally within 15 feet of it that it can see. The creature regains hit points equal to 1 + the number rolled, and temporary hit points equal to 1 + the number rolled.
Actions
Multiattack. The tusken makes two weapon attacks.
Gaffi Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. This attack has the dire 1 and piercing 1 properties.
Cycler Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.
Scouring Sands (Recharge 5-6). The tusken generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) kinetic damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the tusken's next turn.
Tusken Warlord
Medium humanoid (tusken), chaotic dark
- Armor Class 17 (fleximetal fiber armor)
- Hit Points 97 (13d8 + 39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
- Saving Throws Str +8, Int +5, Wis +4
- Skills Acrobatics +8, Animal Handling +4, Perception +4, Survival +4
- Condition Immunities charmed, frightened
- Senses passive Perception 15
- Languages Tusken
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the tusken can move up to its speed toward a hostile creature that it can see.
Avoidant. Attacks made against the tusken have their critical hit range reduced by 1, to a minimum of 1.
Desert Training. The tusken deals one extra die of damage with its melee weapons (included).
Tusken Fury. When the tusken is reduced to one-third of its hit point maximum (32), it goes into a furious rage. All melee attacks it makes have advantage, it deals an additional 1d6 damage with each attack, and it scores a critical hit on a roll of a 19-20. This fury lasts until the tusken is incapacitated or completes a short or long rest.
Actions
Multiattack. The tusken uses its frightening presence and then makes three gaffi stick attacks.
Gaffi Stick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) kinetic damage. This attack has the dire 1 and piercing 1 properties.
Frightening Presence. Each creature of the tusken's choice that is within 120 feet of the tusken and aware of it must succeed on a DC 14 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 tusken's Frightful Presence for the next 24 hours.
Ugnaught Boss
Small humanoid (ugnaught), lawful dark
- Armor Class 15 (mesh armor)
- Hit Points 81 (18d6 + 18)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1)
- Saving Throws Con +3
- Skills Athletics +3, Persuasion +3, Technology +4
- Damage Resistances acid
- Senses darkvision 60 ft., passive Perception 10
- Languages Basic, Bocce, Jawa, Ugnaught
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aura of Command. Friendly creatures that can see and hear the ugnaught boss within 30 feet of it add a +1 bonus to their attack and damage rolls. This effect ends if the ugnaught boss is incapacitated.
Techcasting. The ugnaught boss is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 22 tech points and knows the following powers:
At-will: acid splash, cryogenic burst, mending, on/off
1st-level: flash, kolto pack, repair droid, smoke cloud
2nd-level: acid dart, lock, overheat, smuggleActions
Multiattack. The ugnaught boss makes two weapon attacks.
Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Blaster Carbine. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Ugnaught Rigger
Small humanoid (ugnaught), lawful dark
- Armor Class 15 (mesh armor)
- Hit Points 72 (16d6 + 16)
- Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)
- Saving Throws Con +3
- Skills Athletics +3, Technology +1
- Damage Resistances acid
- Senses darkvision 60 ft., passive Perception 10
- Languages Ugnaught
- Challenge 1 (200 XP) Proficiency Bonus: +2
Actions
Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Uprising
Gargantuan swarm of medium humanoids, unaligned
- Armor Class 11 (natural armor)
- Hit Points 315 (30d20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 12 (+1)
- Damage Resistances kinetic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 10
- Languages any one language (usually Basic)
- Challenge 17 (18,000 XP) Proficiency Bonus: +6
Strength in Numbers. The swarm has advantage on Strength and Constitution checks and saving throws.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium humanoid. The swarm can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The swarm makes four improvised weapon attacks.
Improvised Weapon. Melee or Ranged Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target in the swarm's space or within range. Hit: 21 (4d6 + 7) kinetic damage plus 14 (4d6) fire damage, or 14 (2d6 + 7) kinetic damage plus 7 (2d6) fire damage if the swarm has half its hit points or fewer.
Veteran Salvager
Medium humanoid (any), any alignment
- Armor Class 15 (fiber armor, light shield generator)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 10 (+0)
- Saving Throws Dex +4
- Skills Investigation +6, Lore +6, Technology +6
- Senses passive Perception 11
- Languages Basic, any two other languages
- Challenge 3 (700 XP) Proficiency Bonus: +2
Nanobot Cloud. As an action, the salvager releases a mist of nanobots can restore 30 hit points to any number of objects, droids, or constructs within 30 feet of it, and divide those hit points among them. This feature can restore an object, droid, or construct to no more than half of its hit point maximum. This feature has no effect on humanoids.
Techcasting. The salvager is a 6th-level techcaster. Its techcasting ability is Intelligence (tech save DC 14, +6 to hit with tech powers). It has 28 tech points and knows the following tech powers:
At-will: electroshock, jet of flame, poison spray, temporary boost
1st-level: absorb energy, cryogenic blast, energy shield, oil slick
2nd-level: detect invisibility, mirror image, paralyze humanoid
3rd-level: kolto cloud, tactical advantageActions
Multiattack. The salvager makes two weapon attacks.
Slug Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.
Slug Pistol Rapid Fire (Recharge 4-6). Ranged Weapon Attack: Range 40/160 ft., one target. One target within range must succeed on a DC 12 Dexterity saving throw or take 8 (2d6 + 2) energy damage.
Wookiee Berserker
Medium humanoid (wookiee), any alignment
- Armor Class 14 (natural armor)
- Hit Points 30 (4d8 + 12)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
- Saving Throws Str +5
- Skills Athletics +5, Intimidation +4
- Damage Resistances energy, kinetic
- Senses darkvision 60 ft., passive Perception 10
- Languages Shyriiwook, understands Basic but can't speak it
- Challenge 2 (450 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the wookiee can move up to its speed toward a hostile creature that it can see.
Heavy. The wookiee adds half its Strength modifier to its vibroaxe attacks (included).
Reckless. At the start of its turn, the wookiee can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) kinetic damage.
Reactions
Blood Rage. When a creature within 5 feet of the wookiee hits it with an attack, the wookiee can immediately make a melee weapon attack with advantage against that creature.
Wookiee Berserker, Augmented
Medium humanoid (wookiee), any alignment
- Armor Class 17 (natural armor)
- Hit Points 153 (18d8 + 72)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Str +9, Con +8
- Skills Acrobatics +6, Athletics +9, Nature +4, Perception +5
- Damage Resistances energy, kinetic
- Damage Immunities poison
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic (understands but can't speak), Shyriiwook
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Brutal Critical. The wookiee rolls two additional damage dice on a critical hit.
Danger Sense. The wookiee has advantage on Dexterity saving throws on effects that it can see, such as traps and powers.
Feral Instinct. The wookiee has advantage on Initiative checks.
Holoskin Emitters. Any creature within 5 feet of the wookiee that is hostile to it has disadvantage on attack rolls against creatures other than the wookiee or another creature with this ability.
Relentless Rage. When the wookiee is reduced to 0 hit points, it can make a DC 10 Constitution saving throw. On a success, it drops to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5. The DC resets to 10 when the wookiee finishes a short or long rest.
Treeclimber. The wookiee has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.
Wrathful Combatant. The wookiee's melee attacks deal an additional +3 kinetic damage (included). Additionally, the wookiee has advantage on all Strength checks and saving throws as long as it is not incapacitated.
Actions
Multiattack. The wookiee makes three attacks with its unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) kinetic damage.
Wookiee Engineer
Medium humanoid (wookiee), any alignment
- Armor Class 15 (natural armor)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 8 (-1)
- Skills Perception +3, Stealth +4, Technology +5
- Senses darkvision 60 ft., passive Perception 13
- Languages Shyriiwook, understands Basic but can't speak it
- Challenge 3 (700 XP) Proficiency Bonus: +2
Heavy. The wookiee adds half its Strength modifier to its vibromace attacks (included).
Shadowlands Training. The wookiee deals one extra die of damage with its weapons (included).
Surprise Attack. If the wookiee 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.
Techcasting. The wookiee engineer is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 13, +5 to hit with tech powers). It has 23 tech points and knows the following tech powers:
At-will: electrical burst, mending, on/off
1st-level: element of surprise, kolto pack, repair droid
2nd-level: hold droid, overheat
3rd-level: enhance weapon, fabricate trapActions
Multiattack. The wookiee engineer makes two vibromace attacks.
Vibromace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage.
Wookiee Hunter
Medium humanoid (wookiee), any alignment
- Armor Class 17 (natural armor)
- Hit Points 117 (18d8 + 36)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws Dex +7
- Skills Athletics +7, Perception +5, Stealth +10, Survival +8
- Senses darkvision 60 ft., passive Perception 15
- Languages Shyriiwook, understands Basic but can't speak it
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Assassinate. During its first turn, the wookiee has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the wookiee scores against a surprised creature is a critical hit.
Keen Striking. The wookiee scores a critical hit on a roll of 19 or 20. If at least one of the wookiee's allies is within 5 feet of its target and the ally isn't incapacitated, the wookiee instead scores a critical hit on a roll of 18-20.
Shadowlands Training. The wookiee deals one extra die of damage with its weapons (included).
Actions
Multiattack. The wookiee makes either two melee weapon attacks or two ranged weapon attacks.
Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage or 15 (2d10 + 4) kinetic damage if wielded with two hands.
Bowcaster. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 15 (2d10 + 4) energy damage.
Bowcaster Burst (Recharge 5-6). The wookiee sprays a 10-foot cube area within 40 feet that it can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 15 (2d10 + 4) energy damage on a failed save.
Legendary Wookiee Smuggler
Medium humanoid (wookiee), chaotic light
- Armor Class 18 (natural armor)
- Hit Points 150 (20d8 + 60)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 16 (+3) 14 (+2) 16 (+3) 8 (-1)
- Saving Throws Str +11, Dex +10, Con +8, Wis +8
- Skills Athletics +16, Technology +7, Piloting +12, Nature +8, Perception +8
- Damage Resistances cold, energy, ion, kinetic, and lightning damage from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 18
- Languages understands Basic but cannot speak it, Huttese, Shyriiwook
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Aggressive. As a bonus action, the wookiee can move up to its speed toward a hostile creature that it can see.
Brawling Mastery. The wookiee's speed isn’t affected by carrying a grappled creature that is Large or smaller.
Close Quarters Shooting. The wookiee's ranged attacks do not have disadvantage when within 5 feet of a hostile creature.
Legendary Resistance (3/Day). When the wookiee fails a saving throw, it can choose to succeed instead.
Wookiee Combat Training. The wookiee rolls an additional two damage dice when it attacks with its weapons (included).
Actions
Multiattack. The wookiee makes three weapon attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) kinetic damage and the target is grappled (escape DC 19).
Modified Wookiee Bowcaster. Ranged Weapon Attack: +10 to hit, range 90/360 ft., one target. Hit: 24 (3d12 + 5) energy damage.
Rend (1/Turn). The wookiee tears apart a grappled opponent. A grappled creature must make a DC 19 Strength saving throw. On a failure, the creature takes 24 (4d8 + 6) kinetic damage and is stunned until the end of the wookiee's next turn. On a success, the creature takes normal unarmed strike damage.
Reactions
Close Quarters Mastery. Other creatures provoke an opportunity attack when they move to within 15 feet of the wookiee, and it can use its bowcaster when making opportunity attacks.
Humanoids (Force Users)
Emperor's Hand
Medium humanoid (any), lawful balanced
- Armor Class 19 (fiber armor and medium shield generator)
- Hit Points 204 (24d8 + 96)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 18 (+4) 14 (+2) 18 (+4) 18 (+4)
- Saving Throws Dex +11, Con +10, Int +8
- Skills Acrobatics +11, Athletics +7, Deception +10, Insight +10, Perception +10, Sleight of Hand +11, Stealth +11
- Condition Immunities charmed, frightened
- Senses passive Perception 20
- Languages Basic, Huttese
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Assassinate. During its first turn, the hand has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hand scores against a surprised creature is a critical hit.
Cunning Action. On each of its turns, the hand can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The hand deals an additional 4 (1d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The hand is a 5th-level forcecaster. Its forcecasting ability is Charisma (force save DC 18, +10 to hit with force powers). It has 24 force points and knows the following force powers:
At-will: affect mind, force disarm, force leap, force push/pull, mind trick
1st-level: breath control, force body, force jump, sense emotion, slow descent
2nd-level: coerce mind, dark shear, force confusion
3rd-level: force repulse, knight speedLegendary Resistance (3/Day). If the hand fails a saving throw, it can choose to succeed instead.
Sneak Attack. Once per turn, the hand can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hand that isn’t incapacitated.
Techcasting. The hand is a 5th-level techcaster. Its techcasting ability is Intelligence (tech save DC 16, +8 to hit with tech powers). It has 22 tech points and knows the following tech powers:
At-will: light, poison spray, venomous strike
1st-level: alarm, holographic disguise, poison dart, tranquilizer
2nd-level: darkvision, infiltrate, paralyze humanoid, smuggle, truth serum
3rd-level: invisibility to cameras, tech overrideActions
Multiattack. The hand makes three weapon attacks.
Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) energy damage.
Heavy Pistol. Ranged Weapon Attack: +11 to hit, range 40/160 ft., one target. Hit: 9 (1d8 + 5) energy damage.
REACTIONS
Uncanny Dodge. The hand halves the damage that it takes from an attack that hits it. The hand must be able to see the attacker.
LEGENDARY ACTIONS
The hand 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 hand regains spent legendary actions at the start of its turn.
At-will. The hand casts an at-will power.
Attack. The hand makes one weapon attack.
Move. The hand can move up to its movement speed without provoking opportunity attacks.
Imperial Knight Squire
Medium humanoid (human), lawful neutral
- Armor Class 17 (assault armor)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Saving Throws Dex +5, Con +6, Wis +6
- Skills Athletics +7, Insight +6, Perception +6
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 16
- Languages Basic
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Praetoria Vonil. The squire's attacks are enhanced by their precision and the Force, adding an extra 4 (1d8) to melee strikes (included).
Forcecasting. The squire is a 3rd-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 15 force points and knows the following force powers:
At-will: force disarm, force push/pull, saber reflect
1st-level: force jump, force throw, phasestrike
2nd-level: animate weapon, phasewalk, rescueActions
Multiattack. The squire makes two martial lightsaber attacks.
Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d10 +1d8 + 4) energy damage.
Reactions
Cortosis Gauntlet. The squire adds 3 to its AC against one lightweapon attack that would hit it. To do so, the squire must see the attacker and be able to move its hand to intercept the blow. On a successful intercept, the attacker's lightweapon short circuits and is unusable until the beginning of their next turn.
Praetoria Ishu. When a creature that the squire can see attacks a target other than the squire that is within 5 feet of the squire, the squire can use its reaction to impose disadvantage on the attack roll.
Imperial Knight
Medium humanoid (human), lawful neutral
- Armor Class 17 (assault armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 12 (+1)
- Saving Throws Dex +5, Con +6, Wis, +7
- Skills Athletics +8, Perception +7, Insight +7
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 17
- Languages Basic
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Advanced Praetoria Vonil. The knight's attacks are enhanced by their precision and the force adding an extra 9 (2d8) to melee strikes (included).
Forcecasting. The knight is a 6th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 28 force points and knows the following force powers:
At-will: force disarm, force push/pull, saber reflect, turbulence
1st-level: burst of speed, force jump, force throw, phasestrike, tremor
2nd-level: animate weapon, phasewalk, rescue
3rd-level: convulsion, knight speed, sever force, telekinetic stormActions
Multiattack. The knight makes two martial lightsaber attacks.
Martial Lightsaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (1d10 + 2d8 + 5) energy damage.
Reactions
Cortosis Gauntlet. The knight adds 3 to its AC against one lightweapon attack that would hit it. To do so, the knight must see the attacker and be able to move its hand to intercept the blow. On a successful intercept, the attacker's lightweapon short circuits and is unusable until the beginning of their next turn.
Praetoria Ishu. When a creature that the knight can see attacks a target other than the knight that is within 5 feet of the knight, the knight can use its reaction to impose disadvantage on the attack roll.
Imperial Knight Master
Medium humanoid (human), lawful neutral
- Armor Class 18 (heavy exoskeleton)
- Hit Points 180 (24d8 + 72)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 16 (+3) 12 (+1) 20 (+5) 12 (+1)
- Saving Throws Dex +7, Con +8, Wis, +10
- Skills Athletics +11, Insight +10, Intimidation +6, Perception +10
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 20
- Languages Basic
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Master Praetoria Vonil. The master attacks are enhanced by their precision and the force adding an extra 13 (3d8) to melee strikes (included).
Forcecasting. The master is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 18, +10 to hit with force powers). It has 41 force points and knows the following force powers:
At-will: force disarm, force push/pull, saber reflect, saber ward, turbulence
1st-level: burst of speed, force jump, force throw, phasestrike, saber assault, tremor
2nd-level: animate weapon, phasewalk, rescue, saber strike
3rd-level: convulsion, knight speed, sever force, telekinetic storm
4th-level: force immunity, freedom of movement, saber onslaught
5th-level: force breach, improved phasestrike, improved phasewalk, telekinesisActions
Multiattack. The master makes three martial lightsaber attacks.
Martial Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (1d10 + 3d8 + 6) energy damage.
Reactions
Cortosis Gauntlet. The master adds 5 to its AC against one lightweapon attack that would hit it. To do so, the master must see the attacker and be able to move its hand to intercept the blow. On a successful intercept, the attacker's lightweapon short circuits and is unusable until the beginning of their next turn.
Praetoria Ishu. When a creature that the master can see attacks a target other than the master that is within 5 feet of the master, the master can use its reaction to impose disadvantage on the attack roll.
Inquisitor, Grand
Medium humanoid (any), lawful dark
- Armor Class 17 (fiber armor)
- Hit Points 143 (22d8 + 44)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 20 (+5)
- Saving Throws Dex +10, Wis +8, Cha +10
- Skills Acrobatics +10, Intimidation +10, Perception +8, Stealth +10, Survival +8
- Senses passive Perception 18
- Languages Basic, Binary
- Challenge 16 (15,000 XP) Proficiency Bonus: +5
Forcecasting. The inquisitor is a 12th-level forcecaster. Its forcecasting ability is Charisma (force save DC 18, +10 to hit with force powers). It has 53 force points and knows the following force powers:
At-will: denounce, force disarm, force push/pull, saber throw, slow
1st-level: dark side tendrils, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force confusion, force sight, improved saber throw, stun
3rd-level: choke, force suppression, horror, improved dark side tendrils, sever force
4th-level: dominate beast, drain life, mind trap
5th-level: dominate mind, greater saber throw, siphon lifeForce Resistance. The inquisitor has advantage on saving throws against force powers.
Legendary Resistance (3/Day). If the inquisitor fails a saving throw, it can choose to succeed instead.
Training Inquisitorius. The inquisitor deals three extra die of damage with its weapons (included).
War Casting. When the inquisitor uses an action to cast a force power, they can use a bonus action to make a spinning doublesaber attack.
Actions
Multiattack. The inquisitor makes three spinning doublesaber attacks or two dark lightning attacks.
Spinning Doublesaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) energy damage.
Dark Lightning. Ranged Force Attack: +10 to hit, range 120 ft., one or two targets. Hit: 28 (8d6) necrotic damage. The target must succeed on a DC 18 Strength saving throw or become restrained until the end of the inquisitor's next turn.
Reactions
Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one melee weapon attack against that creature.
Inquisitor, Knight
Medium humanoid (any), lawful dark
- Armor Class 15 (fiber armor)
- Hit Points 81 (18d8)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 18 (+4)
- Saving Throws Dex +5, Wis +3
- Skills Acrobatics +5, Intimidation +6, Perception +3, Stealth +5, Survival +3
- Senses passive Perception 13
- Languages Basic, Binary
- Challenge 3 (700 XP) Proficiency Bonus: +2
Forcecasting. The inquisitor is a 6th-level forcecaster. Its forcecasting ability is Charisma (force save DC 14, +6 to hit with force attacks). It has 28 force points and knows the following force powers:
At-will: denounce, force disarm, saber throw, slow
1st-level: burst of speed, dark side tendrils, fear, force jump, hex, sense force
2nd-level: force sight, improved saber throw, stun
3rd-level: improved dark side tendrils, knight speedForce Resistance. The inquisitor has advantage on saving throws against force powers.
Training Inquisitorius. The inquisitor deals one extra die of damage with its weapons (included).
War Casting. When the inquisitor uses an action to cast a force power, it can use a bonus action to make a spinning doublesaber attack.
Actions
Spinning Doublesaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Reactions
Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one spinning doublesaber attack against that creature.
Inquisitor, Master
Medium humanoid (any), lawful dark
- Armor Class 16 (fiber armor)
- Hit Points 110 (20d8 + 20)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 12 (+1) 12 (+1) 20 (+5)
- Saving Throws Dex +7, Wis +4
- Skills Acrobatics +7, Intimidation +8, Perception +4, Stealth +7, Survival +4
- Senses passive Perception 14
- Languages Basic, Binary
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Forcecasting. The inquisitor is an 11th-level forcecaster. Its forcecasting ability is Charisma (force save DC 16, +8 to hit with force powers). It has 49 force points and knows the following force powers:
At-will: denounce, force disarm, force push/pull, mind trick, saber throw, slow
1st-level: dark side tendrils, force jump, sap vitality, sense force
2nd-level: animate weapon, drain vitality, force sight, improved saber throw, stun
3rd-level: choke, force suppression, improved dark side tendrils, sever force
4th-level: drain life
5th-level: greater saber throwForce Resistance. The inquisitor has advantage on saving throws against force powers.
Training Inquisitorius. The inquisitor deals two extra die of damage with its weapons (included).
War Casting. When the inquisitor uses an action to cast a force power, they can use a bonus action to make a spinning doublesaber attack.
Actions
Spinning Doublesaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) energy damage.
Dark Lightning. Ranged Force Attack: +8 to hit, range 120 ft., one or two targets. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 16 Strength saving throw or become restrained until the end of the inquisitor's next turn.
Reactions
Makashi Form. When a creature makes a melee weapon attack against the inquisitor and misses, it can make one spinning doublesaber attack against that creature.
Jedi Youngling
Small humanoid (any), any light
- Armor Class 10 (unarmored)
- Hit Points 4 (1d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses passive Perception 13
- Languages Basic, any one other language
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Forcecasting. The youngling is a 1st-level forcecaster. Its forcecasting ability is Wisdom (force save DC 11, +3 to hit with force attacks, 5 force points and knows the following force powers:
At-will: affect mind, force disarm, force push/pull, saber reflect
1st-level: breath control, disperse force, heroism, sense emotion, sense forceActions
Shotosaber. Melee Weapon Attack: +2 to hit, range 5 ft., one target. Hit: 3 (1d6) energy damage.
Jedi Padawan
Medium humanoid (any), any light
- Armor Class 12 (15 with battle precognition)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
- Saving Throws Dex +4, Wis +4
- Skills Lore +3, Medicine +4, Perception +4
- Senses passive Perception 14
- Languages Basic, any two other languages
- Challenge 1 (200 XP) Proficiency Bonus: +2
Forcecasting. The padawan is a 4th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 12, +4 to hit with force powers). It has 18 force points and knows the following force powers:
At-will: force leap, force push/pull, give life, guidance, saber reflect, saber ward, spare the dying, turbulence, wall run
1st-level: battle precognition, cloud mind, force jump, heal, instinctive movement, phasestrike, project, valor
2nd-level: calm emotions, force barrier, force throwActions
Multiattack. The padawan makes two shotosaber attacks.
Shotosaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) energy damage.
Mirialan Jedi Padawan
Medium humanoid (mirialan), lawful light
- Armor Class 14 (17 with battle precognition)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 12 (+1) 18 (+4) 8 (-1)
- Saving Throws Dex +7, Wis +7
- Skills Acrobatics +7, Insight +7, Medicine +7, Perception +7
- Senses passive Perception 17
- Languages Basic, Mirialan
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Cunning Action. On each of its turns, the padawan can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The padawan deals an additional 4 (1d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The padawan is a 6th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 28 force points and knows the following force powers:
At-will: burst, force push/pull, force disarm, give life, saber reflect, saber throw, spare the dying
1st-level: battle precognition, force jump, force throw, heal, slow descent
2nd-level: stun droid
3rd-level: knight speed, sever force, share life, telekinetic stormSurprise Attack. If the padawan 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 padawan makes two lightfoil attacks.
Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Mirialan Fallen Jedi
Medium humanoid (mirialan), chaotic dark
- Armor Class 16 (19 with battle precognition)
- Hit Points 130 (20d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 14 (+2) 12 (+1) 18 (+4) 20 (+5)
- Saving Throws Dex +10, Wis +8, Cha +9
- Skills Acrobatics +14, Deception +9, Intimidation +9, Perception +8
- Senses passive Perception 18
- Languages Basic, Mirialan
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Avoidance. If the jedi is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Cunning Action. On each of its turns, the jedi can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The jedi deals an additional 2d8 energy damage when it attacks with its lightfoil (included).
Forcecasting. The jedi is a 12th-level forcecaster. Its forcecasting ability is Charisma (force save DC 17, +9 to hit with force powers). It has 41 force points and knows the following force powers:
At-will: affect mind, burst, force disarm, force push/pull, saber reflect, saber throw
1st-level: battle precognition, force jump, force throw, hex, phase strike, slow descent
2nd-level: darkness, force camouflage, phasewalk, stun droid
3rd-level: choke, dark aura, force repulse, knight speed, sever force
4th-level: improved force camouflage
5th-level: telekinesisSurprise Attack. If the jedi 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.
Two-Weapon Mastery. The jedi adds its ability modifier to two-weapon fighting damage. The jedi can choose to forgo it's proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.
Actions
Multiattack. The jedi makes two lightfoil attacks or three offhand lightfoil attacks.
Lightfoil. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) energy damage.
Offhand Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) energy damage.
Reactions
Parry. The jedi adds 4 to its AC against one melee attack that would hit it. To do so, the jedi must see the attacker and be wielding a melee weapon.
Jedi Padawan Healer
Medium humanoid (any), any light
- Armor Class 12 (15 with battle precognition)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 14 (+2) 20 (+5) 14 (+2)
- Saving Throws Dex +4, Wis +7
- Skills Insight +7, Medicine +9, Perception +7
- Senses passive Perception 17
- Languages Basic, any one other language
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Ashla Affinity. When the healer successfully casts a light side power, either the target or its (your choice) hit point maximum and current hit points increase by an amount equal to the power’s level. This effect lasts for 1 minute. It can only have one instance of this effect active at a time.
Disciple of Life. Whenever the healer uses a power of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.
Forcecasting. The healer is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 17, +9 to hit with force powers). It has 41 force points and knows the following force powers:
At-will: force push/pull, force technique, give life, saber reflect, saber ward, spare the dying, turbulence
1st-level: battle precognition, disperse force, force body, force reflect, heal, heroism, project, sanctuary
2nd-level: battle meditation, force barrier, force enlightenment, phasewalk, restoration, stun
3rd-level: beacon of hope, knight speed, remove curse, sever force, share life, telekinetic storm
4th-level: aura of purity
5th-level: improved battle meditation, improved force barrier, improved heal, improved restoration, revitalize, stasisTriage. Any friendly creature reduced to 0 hit points within 15 feet of the healer is automatically considered to be alive and stabilized.
Actions
Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) energy damage.
Preserve Life (2/Day). As an action, the healer can evoke healing energy that can restore 45 hit points to any number of creatures within 30 feet of it, dividing those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.
Reactions
Force Shield. When the healer is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.
Jedi Padawan Urchin
Medium humanoid (any), chaotic light
- Armor Class 13 (16 with battle precognition)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 10 (+0)
- Saving Throws Dex +5, Wis +5
- Skills Acrobatics +5, Deception +2, Insight +5, Perception +5, Persuasion +2, Piloting +4, Sleight of Hand +5, Technology +4
- Senses passive perception 15
- Languages Basic, Binary
- Challenge 3 (700 XP) Proficiency Bonus: +2
Avoidance. If the urchin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Forcecasting. The urchin is a 4th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 13, +5 to hit with force powers). It has 19 force points and knows the following force powers:
At-will: force push/pull, force technique, mind trick, saber reflect, saber ward, turbulence
1st-level: battle precognition, breath control, force jump, heal, phasestrike, project
2nd-level: battle meditation, force confusion, phasewalkActions
Multiattack. The urchin makes two weapon attacks.
Shotosaber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Hilt Blaster. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) energy damage.
Stunning Bolt (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: The target must make a DC 13 Constitution saving throw or be stunned. The target can repeat the save at the end of their turn, ending the effect on a successful save. Creatures that have successfully saved against this have advantage on subsequent saving throws forced by this ability.
Jedi Knight Peacekeeper
Medium humanoid (any), lawful light
- Armor Class 14 (17 with battle precognition)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 8 (-1)
- Saving Throws Con +5, Cha +2
- Skills Acrobatics +7, Athletics +7, Insight +6, Perception +6
- Senses passive Perception 16
- Languages Basic, Binary, any one other language
- Challenge 5 (1,800) Proficiency Bonus: +3
Force-Empowered Strikes. The peacekeeper deals an additional 4 (1d8) energy damage when it attacks with its greatsaber (included).
Forcecasting. The peacekeeper is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 39 force points and it knows the following force powers:
At-will: force disarm, force push/pull, saber reflect, sonic charge, turbulence
1st-level: battle precognition, disperse force, force reflect, force throw, phasestrike
2nd-level: animate weapon, phasewalk, rescue, stun
3rd-level: knight speed, sever force, telekinetic stormGreat Weapon Fighting. While the peacekeeper is wielding a two-handed melee weapon, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Lightweapon Expert. Once per turn, when the peacekeeper rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.
War Casting. When the peacekeeper uses its action to cast a force power, it can make one greatsaber attack as a bonus action.
Actions
Multiattack. The peacekeeper makes two greatsaber attacks or casts a force power and makes a greatsaber attack.
Greatsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 2d6 + 4) energy damage.
Jedi Knight Seer
Medium humanoid (any), any light
- Armor Class 13 (16 with battle precognition)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 12 (+1) 20 (+5) 10 (+0)
- Saving Throws Int +4, Wis +7, Cha +3
- Skills Insight +11, Lore +4, Medicine +8, Perception +11
- Senses passive Perception 21
- Languages Basic, any other two languages
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Avoidance. If the seer is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Force Resistance. The seer has advantage on saving throws against force powers.
Forcecasting. The seer is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It has 41 force points and knows the following force powers:
At-will: affect mind, force leap, force push/pull, mind trick, saber reflect, saber throw, saber ward, turbulence
1st-level: battle precognition, disperse force, force blinding, force jump, force propel, force reflect, heighten senses, malacia, shadow sight
2nd-level: animate weapon, battle meditation, force confusion, force vision, improved saber throw, phasewalk
3rd-level: force suppression, mass malacia, remove curse, sever force, telekinetic shield, telekinetic storm
4th-level: force immunity, freedom of movement
5th-level: force breach, greater saber throw, improved battle meditationPrecognition. When the seer rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Actions
Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Jedi Knight Rebel
Medium humanoid (any), chaotic light
- Armor Class 14 (17 with battle precognition)
- Hit Points 104 (16d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Dex +7, Int +6, +Wis +7
- Skills Acrobatics +7, Deception +6, Insight +7, Perception +7, Persuasion +6, Piloting +6, Sleight of Hand +7, Technology +6
- Senses passive perception 17
- Languages Basic, Binary
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Avoidance. If the rebel is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Force Resistance. The rebel has advantage on saving throws against force powers.
Force-Empowered Strikes. The rebel deals an additional 4 (1d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The rebel is a 8th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers. It has 36 force points and knows the following force powers:
At-will: force push/pull, mind trick, saber reflect, saber ward, turbulence
1st-level: battle precognition, burst of speed, disperse force, force jump, force reflect, heal, project
2nd-level: battle meditation, force confusion, force throw, phasewalk, stun
3rd-level: knight speed, sever force, telekinetic storm
4th-level: freedom of movement, mind trap
5th-level: telekinesisActions
Multiattack. The rebel makes three melee attacks or three ranged attacks.
Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Blaster Pistol. Ranged Weapon Attack: +7 to hit, ranged 40/160 ft., one target. Hit: 7 (1d6 + 4) energy damage.
Jedi Knight Survivor
Medium humanoid (any), neutral light
- Armor Class 15 (18 with battle precognition)
- Hit Points 150 (20d8 + 60)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 14 (+2) 20 (+5) 14 (+2)
- Saving Throws Dex +9, Cha +6
- Skills Athletics +7, Acrobatics +9, Insight +9, Lore +6, Perception +9, Piloting +10, Stealth +9
- Senses passive perception 19
- Languages Basic, Binary, Huttese, Shyriiwook
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Cunning Action. On each of its turns, the survivor can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Self. Once per turn, the survivor can spend 1 force point and choose one of the following effects:
Deflection. When the survivor is the target of an attack, it adds 4 (1d8) to its AC against the attack.
Double Strike. The survivor adds 4 (1d8) to the damage of one attack.
Slow Time. The survivor's speed increases by 5 x 1d8 until the end of its current turn.
Force Resistance. The survivor has advantage on saving throws against force powers.
Forcecasting. The survivor is a 11th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 17, +9 to hit with force powers). It has 49 force points and knows the following force powers:
At-will: force push/pull, force disarm, give life, guidance, saber reflect, saber ward, turbulence
1st-level: burst of speed, cloud mind, disperse force, force reflect, heal, phasestrike, project, sanctuary, sense emotion, valor
2nd-level: calm emotions, force barrier, force throw
3rd-level: knight speed, sever force
4th-level: force immunity, improved force camouflage
5th-level: improved phasestrike, telekinesisActions
Multiattack. The survivor makes three attacks or it casts a force power and makes one attack.
Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) energy damage.
Blaster Pistol. Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Jedi Knight, Combat Healer
Medium humanoid (any), lawful light
- Armor Class 13 (16 with battle precognition)
- Hit Points 136 (21d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 12 (+1)
- Saving Throws Wis +9, Cha +5
- Skills Insight +9, Lore +5, Medicine +13, Perception +9, Persuasion +5, Survival +13
- Senses passive Perception 19
- Languages Basic, any one other language
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Cunning Action. On each of its turns, the healer can use a bonus action to take the Dash, Disengage, or Hide action.
Disciple of Life. Whenever the healer uses a power of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the power’s level.
Force-Empowered Casting. When the healer casts a force power, it can expend additional force points to modify the power, choosing one of the following options:
Distant Power. When the healer casts a power that has a range of 5 feet or greater, it can spend 1 additional force point to double the range of the power. Alternatively, when the healer casts a power that has a range of touch, it can spend 1 additional force point to make the range of the power 30 feet.
Quickened Power. When the healer casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
Forcecasting. The healer is a 10th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 17, +9 to hit with force powers). It has 45 force points and knows the following force powers:
At-will: force push/pull, give life, guidance, mind trick, saber reflect, saber ward, spare the dying
1st-level: battle precognition, breath control, disperse force, force body, force mask, force reflect, heal, heroism, project, sanctuary
2nd-level: force barrier, force blur, phasewalk, rescue, restoration, stun, vitality shield
3rd-level: beacon of hope, force repulse, remove curse, sever force, share life
4th-level: aura of purity, force immunity, freedom of movement
5th-level: control pain, improved force barrier, improved heal, revitalize, stasisTriage. Any friendly creature reduced to 0 hit points within 15 feet of the healer is automatically considered to be alive and stabilized.
Actions
Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Preserve Life (4/Day). As an action, the healer can evoke healing energy that can restore 50 hit points to any number of creatures within 30 feet of it, dividing those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.
Reactions
Force Shield. When the healer is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.
Jedi Knight, Focused Adept
Medium humanoid (any), any light
- Armor Class 15 (18 with battle precognition)
- Hit Points 130 (20d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 14 (+2)
- Saving Throws Dex +8, Cha +5
- Skills Acrobatics +8, Perception +7, Performance +5, Persuasion +5
- Condition Immunities charmed, frightened
- Senses passive Perception 17
- Languages Basic, any one other language
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Blade Dance. When the adept deals damage to a target within 5 feet of it, it can move up to 10 feet without provoking opportunity attacks.
Blade Storm. Once per turn, when the adept deals damage to a target twice in the same turn, it can immediately make an additional attack against that target (no action required). This attack deals 9 (1d8 + 5) energy damage.
Cunning Action. On each of its turns, the adept can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Self. Once per turn, the adept can spend 1 force point and choose one of the following effects:
Deflection. When the adept is the target of an attack, it adds 4 (1d8) to its AC against the attack.
Double Strike. The adept adds 4 (1d8) to the damage of one attack.
Slow Time. The adept's speed increases by 5 x 1d8 until the end of its current turn.
Forcecasting. The adept is a 7th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 32 force points and knows the following force powers:
At-will: battle insight, burst, force disarm, force push/pull, force technique, heighten senses, saber reflect, saber ward
1st-level: battle precognition, burst of speed, cloud mind, disperse force, force focus, force reflect, heal, phasestrike, saber assault, sense emotion, sense force, slow descent, tremor
2nd-level: animate weapon, battle meditation, battlemind, danger sense, force sight, saber strike
3rd-level: force repulse, knight speed, saber slash, sever forceActions
Multiattack. The adept makes three weapon attacks.
Lightfoil. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) energy damage.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Jedi Knight, Sage
Medium humanoid (any), lawful light
- Armor Class 13 (16 with battle precognition)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 14 (+2) 20 (+5) 14 (+2)
- Saving Throws Wis +8, Cha +5
- Skills Acrobatics +6, Insight +8, Medicine +8, Perception +8
- Senses passive Perception 17
- Languages Basic
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Quickened Power (3/Day). The sage can cast a power that has a casting time of 1 action as a bonus action.
War Caster. The sage has advantage on Constitution saving throws that it makes to maintain it's concentration on a power when it takes damage.
Forcecasting. The sage is a 11th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It has 49 force points and knows the following force powers:
At-will: force disarm, force technique, force push/pull, saber reflect, saber ward, turbulance
1st-level: battle precognition, disperse force, force reflect, heal, phasestrike
2nd-level: animate weapon, battle meditation, phasewalk, stun
3rd-level: force repulse, knight speed, plant surge, telekinetic storm
4th-level: grasping vine, mind trap
5th-level: improved battle meditation, improved heal, improved phasestrike, improved phasewalk, stasis, mass animation
6th-level: telekinetic burst, wall of lightActions
Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (2d4 + 3) energy damage.
Reactions
War Caster. When a hostile creature’s movement provokes an opportunity attack from the sage, it can use its reaction to cast a power at the creature, rather than making an attack. The power must have a casting time of 1 action and must target only that creature.
Jedi Knight, Weapon Expert
Medium humanoid (any), lawful light
- Armor Class 18 (heavy combat suit or battle precognition)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 8 (-1)
- Saving Throws Dex + 8, Con +5
- Skills Acrobatics +8, Athletics +5, Insight +6, Perception +6
- Senses passive Perception 16
- Languages Basic
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Avoidance. If the weapon expert is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Force-Empowered Strikes. The weapon expert deals an additional 9 (2d8) energy damage when it attacks with its doublesaber (included).
Forcecasting. The weapon expert is a 13th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 14, +6 to hit with force powers). It has 55 force points and knows the following force powers:
At-will: burst, force disarm, force push/pull, saber reflect, saber ward, sonic charge, turbulence
1st-level: battle precognition, force throw, phasestrike, saber assault, slow descent
2nd-level: battle meditation, phasewalk, saber strike, stun
3rd-level: force repulse, knight speed, saber slash, sever force, telekinetic storm
4th-level: force immunity, freedom of movement, saber onslaughtTwo-Weapon Mastery. The weapon expert adds its ability modifier to two-weapon fighting damage. The weapon expert can choose to forgo its proficiency bonus to make an additional two-weapon fighting attack, also without its proficiency bonus.
Actions
Multiattack. The weapon expert makes three doublesaber attacks or two doublesaber attacks and two offhand attacks.
Doublesaber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) energy damage.
Offhand. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 18 (3d8 + 5) energy damage.
Reactions
Double Bladed Strike. The weapon expert can attack with both blades when making an opportunity attack.
Parry. The weapon expert adds 3 to its AC against one melee attack that would hit it. To do so, the weapon expert must see the attacker and be wielding a melee weapon.
Jedi Knight, Temple Guard
Medium humanoid (any), lawful light
- Armor Class 14 (17 with battle precognition)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 8 (-1)
- Saving Throws Dex +7, Wis +6
- Skills Acrobatics +7, Athletics +5, Insight +6, Perception +6
- Senses passive Perception 16
- Languages Basic
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Force-Empowered Strikes. The temple guard deals an additional 4 (1d8) energy damage when it attacks with its doublesaber (included).
Forcecasting. The temple guard is a 6th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 14, +6 to hit with force powers). It has 27 force points and knows the following force powers:
At-will: burst, force disarm, force push/pull, force technique, saber reflect, saber ward, turbulence
1st-level: battle precognition, disperse force, force focus, force reflect, force throw, phasestrike, saber assault, slow descent
2nd-level: battlemind, phasewalk, stun
3rd-level: force repulse, knight speed, sever force, telekinetic stormActions
Multiattack. The temple guard makes three doublesaber attacks.
Doublesaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) energy damage.
Reactions
Double Bladed Strike. The temple guard can make two attacks with its doublesaber when making an opportunity attack.
Parry. The temple guard adds 4 to its AC against one melee attack that would hit it. To do so, the temple guard must see the attacker and be wielding a melee weapon.
Jedi Chosen One
Medium humanoid (human), chaotic light
- Armor Class 22 (unarmored defense)
- Hit Points 210 (28d8 + 84)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 16 (+3) 18 (+4) 18 (+4) 26 (+8)
- Saving Throws Str +13, Dex +11, Cha +15
- Skills Athletics +13, Acrobatics +11, Insight +11, Intimidation +15, Perception +11, Piloting +18, Technology +18
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 21
- Languages Basic, Binary, Huttese
- Challenge 24 (62,000 XP) Proficiency Bonus: +7
Combat Caster. When the chosen one uses its action to cast a power, it can use a bonus action to make a greatsaber attack.
Djem So (1/Turn). If the chosen one successfully hits a creature with a melee attack, it can choose another creature within 5 feet of the original target and within the chosen one's reach. That creature takes 6 points of energy damage.
Force Resistance. The chosen one has advantage on saving throws against force powers.
Force-Empowered Strikes. The chosen deals an additional 3d8 energy damage when it attacks with its greatsaber (included).
Forcecasting. The chosen one is a 17th-level forcecaster. Its forcecasting ability is Charisma (force save DC 23, +15 to hit with force powers). It has 76 force points and knows the following force powers:
At-will: force disarm, force leap, force push/pull, force technique, saber reflect, saber throw, saber ward
1st-level: burst of speed, force jump, force throw, saber assault, slow descent
2nd-level: improved saber throw, stun, stun droid
3rd-level: choke, knight speed, sever force, telekinetic storm
4th-level: disable droid, dominate beast, force immunity, freedom of movement
5th-level: greater saber throw, improved phasestrike, telekinesis
6th-level: crush, telekinetic burst
7th-level: destroy droid, master saber throw, master speedGreat Weapon Fighting. The chosen one can reroll a 1 or 2 on a damage die for a melee attack. The chosen one must use the new roll.
Legendary Resistance (3/Day). When the chosen one fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the chosen one can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Unarmored Defense. While wearing no armor and not wielding a shield, the chosen one adds its Charisma modifier to its AC.
Actions
Multiattack. The chosen one makes three greatsaber attacks.
Greatsaber. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 26 (2d6 + 3d8 + 6) energy damage.
Legendary Actions
The chosen one 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 chosen one regains spent legendary actions at the start of its turn.
At-will. The chosen one can cast an at-will force power.
Attack. The chosen one makes one greatsaber attack.
Move. The chosen one can move up to its movement speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The chosen one casts a force power, spending 1 legendary action per level of power cast.
Jedi Infiltrator
Medium humanoid (twi'lek), chaotic light
- Armor Class 15 (18 with battle precognition)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 16 (+3)
- Saving Throws Dex +9, Wis +8
- Skills Acrobatics +9, Deception +11, Perception +8, Performance +11, Sleight of Hand +9, Stealth +13
- Damage Resistances Poison
- Senses darkvision 60 ft., passive Perception 18
- Languages Basic, Twi'leki
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Avoidance. If the infiltrator is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Cunning Action. On each of its turns, the infiltrator can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The infiltrator deals an additional 4 (1d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The infiltrator is an 11th-level forcecaster. Itss forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It has 48 force points and knows the following force powers:
At-will: affect mind, force disarm, force push/pull, mind trick, saber reflect, saber throw, saber ward
1st-level: battle precognition, disperse force, force jump, force mask, force propel, force reflect, phasestrike, saber assault, slow descent
2nd-level: calm emotions, force blur, force camouflage, phasewalk, stun, stun droid
3rd-level: knight speed, sever force, telekinetic storm
4th-level: disable droid, improved force camouflage
5th-Level: improved phasestrike, improved phasewalk, telekinesisNatural Antitoxins. The infiltrator has advantage on saving throws against poison and disease.
Sneak Attack. Once per turn, the infiltrator can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the infiltrator that isn’t incapacitated.
Actions
Multiattack. The infiltrator makes three lightfoil attacks.
Lightfoil. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) energy damage.
Reactions
Retreating Leap. When a creature makes a melee attack roll against the infiltrator, it can use its reaction to jump 10 feet in a direction of its choice, imposing disadvantage on the roll. This movement does not provoke opportunity attacks.
Aquatic Jedi Master
Medium humanoid (nautolan), chaotic light
- Armor Class 18 (fiber armor, light shield generator)
- Hit Points 195 (30d8 + 60)
- Speed 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 14 (+2) 20 (+5) 12 (+1)
- Saving Throws Dex +11, Wis +11
- Skills Acrobatics +11, Athletics +7, Insight +11, Perception +11
- Senses darkvision 90 ft., passive Perception 21
- Languages Basic, Nautila
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Amphibious. The aquatic jedi master can breath water.
Force-Empowered Self. Once per turn, the aquatic jedi master can spend 1 force point and choose one of the following effects:
Deflection. When the aquatic jedi master is the target of an attack, it adds 6 (1d12) to its AC against the attack.
Double Strike. The aquatic jedi master adds 6 (1d12) to the damage of one attack.
Slow Time. The aquatic jedi master's speed increases by 5 x 1d12 until the end of its current turn.
Force-Empowered Strikes. The aquatic jedi master deals an additional 1d8 energy damage when it attacks with its lightfoil (included).
Forcecasting. The aquatic jedi master is a 14th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 19, +11 to hit with force powers). It has 61 force points and knows the following powers:
At-will: affect mind, burst, force disarm, force push/pull, guidance, mind trick, saber reflect, saber ward, sonic charge
1st-level: burst of speed, disperse force, force jump, force reflect, heal, saber assault, sense force, slow descent, tremor
2nd-level: calm emotions, coerce mind, force sight, rescue, stun droid
3rd-level: convulsion, force repulse, knight speed, sever force, telekinetic storm
4th-level: disable droid, force immunity, grasping vine
5th-level: improved heal, revitalize
6th-level: eruption, telekinetic burst
7th-level: destroy droidIdeal of the Agile. The aquatic jedi master can jump 40 feet.
Indomitable. The aquatic jedi master has advantage on skill checks and saving throws to avoid being grappled or moved. If it fails one of these skill checks or saving throws, it can expend one force point to reroll one of the dice once. It must use the new roll.
Legendary Resistance (3/Day). If the aquatic jedi master fails a saving throw, it can choose to succeed instead.
The Way of the Sarlaac (1/Day). The aquatic jedi master can enter this frenetic stance as a bonus action. When the aquatic jedi master hits a creature with a melee weapon attack, that creature has disadvantage on the first attack roll it makes against the aquatic jedi master before the start of the aquatic jedi master's next turn. Additionally, if the creature is within 5 feet of the aquatic jedi master, it must make a DC 19 Strength saving throw. On a failure, that creature is pushed back 5 feet, and the aquatic jedi master can move to enter the space the creature just vacated without provoking opportunity attacks.
Unpredictable Motion. Opportunity attacks against the aquatic jedi master have disadvantage.
Actions
Multiattack. The aquatic jedi master makes three lightfoil attacks.
Lightfoil. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) energy damage.
Force Bubble (Recharge 5-6). The aquatic jedi master can generate a bubble of air with the Force. It can then hurl this bubble at a point within 120 feet. When the bubble reaches the point, it will pop with a burst of sonic energy. Each creature within 20 feet of that point must make a DC 19 Constitution saving throw, taking 42 (12d6) sonic damage on a failed save, or half as much damage on a successful one. Creatures in water are vulnerable to damage from this attack.
Reactions
Kinetic Ward. When the aquatic jedi master or a friendly creature within 5 feet of it is hit with a melee weapon attack, the aquatic jedi master can use its reaction to reduce the damage taken by 23 (1d10 + 18). If the damage is reduced to 0, the aquatic jedi master can expend 1 force point to make a melee weapon attack against a creature within 5 feet of it as part of the same reaction.
Legendary Actions
The aquatic jedi master 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 aquatic jedi master regains spent legendary actions at the start of its turn.
At-will. The aquatic jedi master casts an at-will force power.
Attack. The aquatic jedi master attacks with its lightfoil.
Move. The aquatic jedi master can move up to its movement speed without provoking opportunity attacks.
Rebel Jedi Master
Medium humanoid (human), neutral light
- Armor Class 16 (19 with battle precognition)
- Hit Points 187 (25d8 + 75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 22 (+6) 16 (+3) 16 (+3) 22 (+6) 14 (+2)
- Saving Throws Dex +12, Wis +12, Cha +8
- Skills Athletics +10, Acrobatics +12, Insight +12, Lore +9, Perception +12, Piloting +14, Stealth +12
- Senses blindsight 30 ft., passive perception 22
- Languages Basic, Binary, Huttese, Shyriiwook
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Agile Fighter. When the jedi master takes the Dodge or Disengage action, it can make an attack as a bonus action.
Avoidance. If the jedi master is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Forcecasting. The jedi master is a 16th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 20, +12 to hit with force powers). It has 70 force points and knows the following force powers:
At-will: force disarm, force push/pull, give life, guidance, saber reflect, saber ward, turbulence
1st-level: burst of speed, cloud mind, disperse force, force jump, force reflect, heal, project, valor
2nd-level: animate weapon, calm emotions, force barrier, force camouflage, force sight, force throw
3rd-level: beacon of hope, knight speed, sever force, telekinetic storm
4th-level: force immunity, improved force camouflage
5th-level: mass animation, telekinesis
6th-level: telekinetic burstForce Sight. The jedi master is constantly under the effects of the force sight force power, and does not need to maintain concentration on it.
Force-Empowered Self. Once per turn, the jedi master can spend 1 force point and choose one of the following effects:
Deflection. When the jedi master is the target of an attack, it adds 4 (1d8) to its AC against the attack.
Double Strike. The jedi master adds 9 (2d8) to the damage of one attack.
Slow Time. The jedi master's speed increases by 5 x 1d8 until the end of its current turn.
Legendary Resistance (3/Day). If the jedi master fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The jedi master makes three attacks or it casts a force power and makes one attack.
Lightfoil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) energy damage.
Blaster Pistol. Ranged Weapon Attack: +12 to hit, ranged 40/160 ft., one target. Hit: 15 (3d6 + 5) energy damage.
Force-Empowered Detonators (6/Rest). The jedi master makes a ranged force attack against a target within 60 feet. On a hit, a small detonator adheres to the target, and if the target is a large or smaller creature, it is pushed back 5 feet. On a miss, the detonator falls to the ground. Hit or miss, the detonator explodes, and the target and all creatures within 5 feet of it must make a DC 19 Dexterity saving throw, taking 15 (2d8 + 6) force damage on a failed save, or half as much on a successful one. If the detonator adhered to the target of the attack, the target makes the save with disadvantage.
Legendary Actions
The jedi master 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 jedi master regains spent legendary actions at the start of its turn.
At-will. The jedi master casts an at-will force power.
Move. The jedi master can move up to its speed without provoking opportunity attacks.
Dashing Strike (Costs 2 Actions). The jedi master takes the Dash action without provoking opportunity attacks. It can make an attack before or after moving.
Forcecasting (Costs 1 Action Per Level). The jedi master casts a force power, spending 1 legendary action per level of power cast.
Kel Dor Jedi Master
Medium humanoid (kel dor), lawful light
- Armor Class 17 (unarmored defense)
- Hit Points 149 (23d8 + 46)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 14 (+2) 14 (+2) 18 (+4) 12 (+1)
- Saving Throws Str +12, Dex +9, Wis +10
- Skills Acrobatics +9, Athletics +12, Perception +10, Piloting +8, Survival +10
- Damage Resistances necrotic; energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses darkvision 60 ft., passive Perception 20
- Languages Basic, Kel Dor
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Combat Caster. When the jedi master uses its action to cast a force power, it can make a greatsaber attack as a bonus action.
Forcecasting. The jedi master is a 14th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 18, +10 to hit with force powers). It has 56 force points and knows the following force powers:
At-will: burst, force disarm, force push/pull, saber reflect, saber ward, shock, sonic charge, turbulence
1st-level: disperse force, force propel, force reflect, phasestrike, slow descent, tremor
2nd-level: animate weapon, force throw, phasewalk, rescue, stun, stun droid
3rd-level: convulsion, force lightning, knight speed, sever force, telekinetic storm
4th-level: disable droid
5th-level: improved phasestrike, mass animation, telekinesis,
6th-level: eruption, force chain lightning, telekinetic burst
7th-level: whirlwindLegendary Resistance. (3/Day). When the jedi master fails a saving throw, it can choose to succeed instead.
Life in the Void. The jedi master can survive for one hour within the vacuum of space.
Light Weapon Expert. Once per turn, when the jedi master rolls damage for a weapon attack using a lightweapon, it can reroll the weapon’s damage dice and use either total.
Telepathy. The jedi master can communicate telepathically with creatures within 30 feet of it. The jedi master must share a language with the target in order to communicate in this way.
Unarmored Defense. While wearing no armor and not wielding a shield, the jedi master adds its Wisdom modifier to AC.
Actions
Multiattack. The jedi master makes three greatsaber attacks or casts a force power and makes a greatsaber attack.
Greatsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 2d8 + 6) energy damage.
Electric Judgement (Recharge 5-6). The jedi master emits bolts of yellow lightning from its fingertips in a 30-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much on a successful one. Additionally, on a failure, the creature is stunned until the end of the jedi master's next turn.
Legendary Actions
The jedi master 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 jedi master regains spent legendary actions at the start of its turn.
At-will. The jedi master casts an at-will force power.
Attack. The jedi master makes one greatsaber attack.
Move. The jedi master can move up to its speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The jedi master casts a force power, spending 1 legendary action per level of power cast.
Jedi Redeemer
Medium humanoid (human), lawful light
- Armor Class 21 (unarmored defense)
- Hit Points 157 (21d8 + 63)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 16 (+3) 18 (+4) 24 (+7) 20 (+5)
- Saving Throws Str +12, Dex +10, Wis +13
- Skills Acrobatics +10, Athletics +12, Perception +13, Piloting +16, Technology +10
- Damage Resistances energy and kinetic from unenhanced sources
- Condition Immunities charmed, frightened
- Senses passive Perception 23
- Languages Basic, Binary
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Force-Empowered Strikes. The jedi redeemer deals an additional 1d8 energy damage when it attacks with its greatsaber (included).
Force Resistance. The jedi redeemer has advantage on saving throws against force powers.
Forcecasting. The jedi redeemer is a 13th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 21, +13 to hit with force powers). It has 59 force points and knows the following force powers:
At-will: force disarm, force push/pull, force technique, mind trick, saber reflect, saber throw, saber ward
1st-level: burst of speed, cloud mind, disperse force, force jump, force propel, force reflect, force throw, saber assault, slow descent
2nd-level: calm emotions, coerce mind, force confusion, stun
3rd-level: choke, knight speed, telekinetic storm
4th-level: dominate beast, force immunity, freedom of movement
5th-level: dominate mind, stasis, telekinesis
6th-level: crush, mass coerce mind, telekinetic burst
7th-level: master speedLegendary Resistance (3/Day). If the jedi redeemer fails a saving throw, it can choose to succeed instead.
Unarmored Defense. While wearing no armor and not wielding a shield, the jedi redeemer adds its Wisdom modifier to its AC.
Way of the Krayt Dragon (1/Turn). If the jedi redeemer successfully hits a creature with a melee attack, it can choose another creature within 5 feet of the original target and within the jedi redeemer's reach. That creature takes 6 points of energy damage.
Actions
Multiattack. The jedi redeemer makes three greatsaber attacks.
Greatsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 1d8 + 6) energy damage.
Redemptive Aura. The jedi redeemer targets three creatures that it can see within 30 feet. The targets must make a DC 21 Wisdom saving throw. On a failure, the targets cannot take actions or reactions. At the end of an affected creature's turn or when an affected creature takes damage from the jedi redeemer or one of its allies, it may repeat the saving throw, ending the effect on a success.
Legendary Actions
The jedi redeemer 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 jedi redeemer regains spent legendary actions at the start of its turn.
At-will. The jedi redeemer cast an at-will force power.
Attack. The jedi redeemer makes one greatsaber attack.
Move. The jedi redeemer can move up to its speed without provoking opportunity attacks.
Jedi Commander
Medium humanoid (human), lawful light
- Armor Class 16 (battle armor)
- Hit Points 255 (30d8 + 120)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 16 (+3) 22 (+6) 16 (+3)
- Saving Throws Str +11, Dex +8, Con +10, Wis +12
- Skills Acrobatics +8, Athletics +11, Insight +12, Perception +12, Piloting +9, Stealth, +8, Survival +12
- Damage Resistances energy and kinetic; damage from force powers
- Senses darkvision 60 ft., passive Perception 22
- Languages Basic, any one other language
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Forcecasting. The jedi commander is a 16th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 20, +12 to hit with force powers). It has 70 force points and knows the following force powers:
At-will: affect mind, feedback, force disarm, force push/pull, mind trick, saber reflect, saber ward
1st-level: burst of speed, disperse force, force jump, force reflect, force throw, heal, heroism, improved feedback, sense force, slow descent
2nd-level: calm emotions, coerce mind, force barrier, force enlightenment, force sight, rescue, restoration, stun droid
3rd-level: force repulse, knight speed
4th-level: disable droid, force immunity, freedom of movement
5th-level: improved force barrier, telekinesis
6th-level: true sight
7th-level: destroy droid
8th-level: master force barrierLegendary Resistance (3/Day). When the jedi commander fails a saving throw, it can choose to succeed instead.
Saber Reflect. The jedi commander can cast saber reflect up to 6 times per round, but no more than once per turn, without expending a reaction.
Squad Tactics. The jedi commander has advantage on an attack roll against a creature if at least one of the jedi commander's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack. The jedi commander makes three martial lightsaber attacks or casts a force power and makes a martial lightsaber attack.
Martial Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) energy damage.
Leadership (1/Rest). For 1 minute, the jedi commander can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the jedi commander. A creature can benefit from only one Leadership die at a time. This effect ends if the jedi commander is incapacitated.
Reactions
Force Shield. When the jedi commander is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +6 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The jedi commander 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 jedi commander regains spent legendary actions at the start of its turn.
At-will. The jedi commander casts an at-will force power.
Attack. The jedi commander makes one martial lightsaber attack.
Move. The jedi commander can move up to its speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The jedi commander casts a force power, spending 1 legendary action per level of power cast.
Jedi Vaapad Master
Medium humanoid (human), lawful light
- Armor Class 21 (unarmored defense)
- Hit Points 187 (22d8 + 88)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 18 (+4) 16 (+3) 22 (+6) 14 (+2)
- Saving Throws Dex +12, Wis +13, Cha +9
- Skills Acrobatics +12, Athletics +13, Insight +13, Perception +20, Survival +13
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 30
- Languages Basic, any one other language
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Combat Caster. When the jedi vaapad master uses its action to cast a force power, it can use a bonus action to make a martial lightsaber attack.
Forcecasting. The jedi vaapad master is a 17th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 21, +13 to hit with force powers). It has 74 force points and knows the following force powers:
At-will: battle insight, force disarm, force push/pull, force technique, saber reflect, saber throw, saber ward
1st-level: burst of speed, disperse force, force jump, force reflect, force throw, slow descent
2nd-level: animate weapon, sense shatterpoint, stun, stun droid
3rd-level: knight speed, sever force, telekinetic shield, telekinetic storm
4th-level: force immunity, freedom of movement
5th-level: improved phasestrike, mass animation, reveal shatterpoint, telekinesis
6th-level: crush, telekinetic burst
7th-level: destroy droid, master speedLegendary Resistance. (3/Day). When the jedi vaapad master fails a saving throw, it can choose to succeed instead.
Shatterpoint. As a bonus action, the jedi vaapad master chooses one creature or object within 60 feet that it can see:
Creature or Construct: The jedi vaapad master's attacks deal an 9 (2d8) additional damage on a hit. This effect lasts up to a minute.
Object: The jedi vaapad master will be able to find the object's weak point and can make a weapon attack against it, shattering the object on a hit. This attack is made at disadvantage against enhanced objects.
Unarmored Defense. While wearing no armor and not wielding a shield, the jedi vaapad master adds its Wisdom modifier to AC.
Vaapad. The jedi vaapad master has advantage on any attacks made against a creature with the dark alignment.
Actions
Multiattack. The jedi vaapad master makes three martial lightsaber attacks or casts a force power and makes a martial lightsaber attack.
Martial Lightsaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (1d10 + 2d8 + 6) energy damage.
Reactions
Vaapad Strike. When a creature makes a successful attack against the jedi vaapad master, it can use its reaction to make a martial lightsaber attack against that creature.
Legendary Actions
The jedi vaapad master 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 jedi vaapad master regains spent legendary actions at the start of its turn.
At-will. The jedi vaapad master casts an at-will force power.
Attack. The jedi vaapad master makes one martial lightsaber attack.
Move. The jedi vaapad master can move up to its speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The jedi vaapad master casts a force power, spending 1 legendary action per level of power cast.
Jedi Grand Master
Small humanoid (unknown), lawful light
- Armor Class 17 (20 with battle precognition)
- Hit Points 238 (28d6 + 140)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 24 (+7) 20 (+5) 18 (+4) 26 (+8) 20 (+5)
- Saving Throws Dex +15, Con +13, Wis +16, Cha +13
- Skills Acrobatics +23, Animal Handling +24, Insight +24, Medicine +16, Perception +24, Sleight of Hand +15, Stealth +15
- Damage Immunities necrotic, poison; energy, ion, and kinetic from unenhanced sources
- Condition Immunities blinded, charmed, deafened, frightened, poisoned
- Senses truesight 120 ft., passive Perception 34
- Languages Basic, Shyriiwook
- Challenge 27 (105,000 XP) Proficiency Bonus: +8
Combat Caster. When the jedi grand master uses its action to cast a force power, it can use a bonus action to make a shotosaber attack.
Cunning Action. On each of its turns, the jedi grand master can use a bonus action to take the Dash, Disengage, or Hide action.
Forcecasting. The jedi grand master is a 20th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 24, +16 to hit with force powers). It has 88 force points and knows the following force powers:
At-will: force disarm, force push/pull, force technique, give life, saber reflect, saber throw, saber ward
1st-level: battle precognition, burst of speed, disperse force, force jump, force reflect, force throw, heal, heroism, propel, saber assault, sanctuary
2nd-level: animate weapon, battle meditation, danger sense, phasewalk, stun, stun droid
3rd-level: call lightning, knight speed, sever force, share life, telekinetic storm
4th-level: disable droid, force immunity, freedom of movement, mind trap
5th-level: improved battle meditation, improved heal, improved phasestrike, improved phasewalk, mass animation, revitalize, skill empowerment, telekinesis
6th-level: greater heal, telekinetic burst, true sight, wall of light
7th-level: destroy droid, force mend, improved revitalize, master speed
8th-level: earthquake, force link, mind blank, telekinetic wave
9th-level: master battle meditation, master heal, master revitalize, precognition, will of the forceForce Resistance. The jedi grand master has advantage on saving throws against force powers.
Force Senses. The jedi grand master has advantage on Wisdom (Perception) checks.
Force-Empowered Strikes. The jedi grand master deals an additional 9 (2d8) energy damage when it attacks with its shotosaber (included).
Legendary Resistance (3/Day). If the jedi grand master fails a saving throw, it can choose to succeed instead.
Quickened Power (3/Day). When the jedi grand master casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.
Twinned Power (3/Day). When The jedi grand master casts a power that targets only one creature and doesn’t have a range of self, it can target a second creature in range with the same power.
Actions
Multiattack. The jedi grand master makes three shotosaber attacks or casts a force power and makes a shotosaber attack.
Shotosaber. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (1d6 + 2d8 + 7) energy damage.
Reactions
Force Shield. When the jedi grand master is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +8 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The jedi grand master 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 jedi grand master regains spent legendary actions at the start of its turn.
At-will. The jedi grand master casts an at-will force power.
Attack. The jedi grand master makes one shotosaber attack.
Move. The jedi grand master can move up to its speed without provoking opportunity attacks.
Preserve Life (Cost 2 Actions) The jedi grand master evokes healing energy that can restore 100 hit points to any number of creatures within 30 feet of it, dividing those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. This feature has no effect on droids or constructs.
Jedi Ronin
Medium humanoid (togruta), chaotic light
- Armor Class 16 (19 with battle precognition)
- Hit Points 195 (30d8 + 60)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 14 (+2) 18 (+4) 20 (+5) 14 (+2)
- Saving Throws Dex +12, Con +8, Wis +11
- Skills Acrobatics +12, Athletics +8, Insight +11, Perception +11, Stealth, +12, Survival +11
- Damage Resistances energy and kinetic from unenhanced weapons; damage from force powers
- Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 21
- Languages Basic, Togruti
- Challenge 20 (25,000 XP) Proficiency Bonus: +6
Battle Precognition. The jedi ronin casts battle precognition on itself every morning.
Forcecasting. The jedi ronin is a 14th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 19, +11 to hit with force powers). It has 61 force points and knows the following force powers:
At-will: force disarm, force push/pull, force technique, guidance, mind trick, saber reflect, saber ward
1st-level: battle precognition, burst of speed, disperse force, force jump, force reflect, heroism, saber assault, sense force, slow descent
2nd-level: animate weapon, battle meditation, force enlightenment, force sight, force throw, rescue, stun droid
3rd-level: force repulse, knight speed, remove curse, telekinetic shield
4th-level: disable droid, force immunity, freedom of movement
5th-level: telekinesis
6th-level: true sight
7th-level: destroy droidForce-Empowered Strikes. The jedi ronin deals an additional 4 (1d8) energy damage when it attacks with its lightfoil (included).
Legendary Resistance (3/Day). When the jedi ronin fails a saving throw, it can choose to succeed instead.
Sentinel Mastery. Creatures provoke an opportunity attack from the jedi ronin when they enter its reach. Creatures provoke an opportunity attack from the jedi ronin even if they take the Disengage action before leaving its reach. When the jedi ronin makes an opportunity attack, it makes two lightfoil attacks instead of one.
Actions
Multiattack. The jedi ronin makes three lightfoil attacks or casts a force power and makes a lightfoil attack.
Lightfoil. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) energy damage.
Saber Rush (3/Day). The jedi ronin rushes forward up to 30 feet to an unoccupied space it can see without provoking opportunity attacks. Each creature within 5 feet of the path must make a DC 19 Dexterity saving throw with disadvantage. A creature takes 16 (2d8 + 7) energy damage on a failed save, or half as much on a successful one.
Reactions
Parry The jedi ronin adds 6 to its AC against one melee attack that would hit it. To do so, the jedi ronin must see the attacker and be wielding a melee weapon.
Legendary Actions
The jedi ronin 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 jedi ronin regains spent legendary actions at the start of its turn.
At-will. The jedi ronin casts an at-will force power.
Attack. The jedi ronin makes one lightfoil attack.
Move. The jedi ronin can move up to its speed without provoking opportunity attacks.
Force Ghost
Medium force-entity, any light
- Armor Class 15 (natural armor)
- Hit Points 36 (8d8)
- Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Dex +5, Wis +5
- Skills Perception +5, Persuasion +4, Stealth +7
- Damage Resistances acid, cold, fire, kinetic, sonic
- Damage Immunities necrotic, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 15
- Languages the languages it knew in life
- Challenge 3 (700 XP) Proficiency Bonus: +2
Force Resistance. The ghost has advantage on saving throws against force powers.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Spectral Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) psychic damage.
Help From Beyond. The ghost can take the Help action to benefit any allied creature within a 20-foot radius.
Spritual Protection (1/Day). The ghost can creates a field with a 15-foot radius. The ghost can designate any number of creatures it can see to be unaffected by the power. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) force damage, or half as much on a successful save. The ghost must maintain concentration to keep the field up and is not able to take any other actions while active.
The Father, Avatar of Balance
Medium force-entity, neutral
- Armor Class 20 (unarmored defense)
- Hit Points 252 (24d8 + 140)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 22 (+6) 24 (+7) 26 (+8) 22 (+6)
- Saving Throws Int +15, Wis +16, Cha +14
- Skills Insight +16, Perception +16, Persuasion +14
- Damage Resistances cold, lightning, necrotic; energy, ion, and kinetic damage from enhanced weapons
- Damage Immunities poison; energy, ion, and kinetic damage from unenhanced weapons
- Condition Immunities charmed, exhausted, frightened, poisoned, paralyzed
- Senses truesight 120 ft. passive Perception 26
- Languages All languages, telepathy 120 ft.
- Challenge 25 (75,000 XP) Proficiency Bonus: +8
Enhanced Casting. The avatar's force powers are considered enhanced for the purpose of overcoming resistances.
Force Resistance. The avatar has advantage on saving throws against force powers.
Innate Forcecasting. The avatar's forcecasting ability is Wisdom (force save DC 23, +15 to hit with force powers). It can innately cast the following force powers:
At will: force push/pull (cast as a 17th-level forcecaster), force throw (cast at 5th-level), sense force
5/day each: force suppression, telekinesis
3/day each: eruption, project, telekinetic burst
1/day each: earthquake, whirlwindLegendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
One With The Force. The avatar cannot be moved against its will. It has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Unarmored Defense. While in its humanoid form, the avatar adds its Charisma modifier to its AC.
Actions
Multiattack. The avatar casts push/pull twice, or casts push/pull once and makes a Force Grip or Force Slam attack.
Force Grip. If the avatar has successfully affected a creature with force push/pull or telekinesis, it can use one of his attacks to target the affected creature again. The target must make a DC 23 Strength saving throw. On a failure, the target becomes restrained and grappled by the avatar, who can only have one target grappled this way. A grappled creature may use their action to attempt to escape the force grip by succeeding at a DC 23 Strength saving throw.
Force Slam. The avatar slams a creature grappled by Force Grip. A grappled creature must make a DC 23 Strength saving throw. On a failure, the creature takes 105 (30d6) kinetic damage. On a success, the creature escapes the grapple.
Will. The avatar targets one creature it can see within 120 feet. That target must succeed on a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its attention to automatically succeed the save. If the target does so, they can't see the avatar until the start of its next turn. If the target regains sight of the avatar, it must immediately make the save.
If the target fails the save, it suffers from one of the effects below (avatar's choice):
Beguiling Will. The target is stunned until the start of the avatar's next turn.
Commanding Will. The target is charmed until the start of their next turn. As part of this action, the avatar shouts a verbal command, and if the target fails his save he uses his actions, movement, and reactions as determined by the command. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success.
Suppress Will (Recharge 6). The target immediately loses concentration on any force powers they had active, and suppresses any force power effects they were benefiting from. At the start of its next and subsequent turns, the creature may make repeat the saving throw, ending the effect on a success. While this effect remains active, the target cannot cast force powers or benefit from any force effects including racial and class features that rely on the force. (While concentrating on ths effect, the avatar cannot use its Controlling Will Legendary Action until the start of its next turn.)
Legendary Actions
The avatar 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 avatar regains spent legendary actions at the start of its turn.
At-will. The avatar casts an at-will force power.
Controlling Will. The avatar uses its Will action, choosing from either its Beguiling Will or Commanding Will options.
Force Step. The avatar teleports up to 60 feet into an unoccupied space it can see.
The Son, Avatar of Power
Medium (humanoid form) or Large (beast form) force-entity, chaotic dark
- Armor Class 20 (humanoid form) or 18 (beast form)
- Hit Points 228 (24d8 + 120)
- Speed 30 ft., fly 30 ft. (beast form)
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 24 (+7)
- Saving Throws Str +9, Con +12, Cha +14
- Skills Deception +14, Intimidation +14
- Damage Resistances cold, lightning, necrotic; energy, ion, and kinetic damage from unenhanced weapons
- Damage Immunities poison
- Condition Immunities blinded, diseased, exhausted, frightened, poisoned, paralyzed
- Senses truesight 120 ft., passive Perception 15
- Languages All languages
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Traits
Beast Form. The avatar can transition between Humanoid and Beast forms using a legendary action. While in Beast form, the avatar uses its Charisma modifier for attack and damage rolls when making a claw attack, and adds its Wisdom modifier to its AC.
Enhanced Casting. The avatar's force powers are considered enhanced for the purpose of overcoming resistances.
Font of Power. When the avatar rolls damage on a power or melee weapon attack, it can use its reaction to reroll a number of the damage dice equal to its Charisma modifier (7). It must use the new rolls.
Force Resistance. The avatar has advantage on saving throws against force powers.
Innate Forcecasting. The avatar's forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers). It can innately cast the following force powers:
At will: coerce mind, sense force, shock (cast as a 17th-level forcecaster)
3/day each: dominate mind, fear, force lightning, siphon life
1/day each: force lightning coneLegendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Unarmored Defense. While in its humanoid form, the avatar adds its Charisma modifier to its AC.
Dark Lightning. When the avatar successfully deals lightning damage to a creature, it can activate one of the following effects as a bonus action or as a reaction on another creature's turn. The target must make a DC 21 Constitution saving throw, suffering one of the following effects on a failure (the effect is of the avatar's choice, and it chooses the effect before the target rolls their saving throw):
Debilitating Burst: On a failure, the target is blinded and deafened until the end of the avatar's next turn. On a success, the target is considered poisoned until the end of its next turn. The avatar must maintain concentration on these effects.
Lingering Burst: On a failure, the target is shocked until the end of the avatar's next turn. On a success, the target is shocked until the start of its next turn.
Powerful Burst: On a failure, the target is pushed 10 feet in any direction and knocked prone. On a success, the target is pushed 10 feet in any direction.
Stunning Burst: On a failure, the target is stunned until the start of the avatar's next turn, and the avatar must maintain concentration on this effect. On a success, the target suffers no effect.
Weakening Burst: On a failure, the target is paralyzed until the start of its next turn, and the avatar must maintain concentration on this effect. On a success, the target suffers no effect.
Actions
Multiattack (Humanoid Form). The avatar can make two attacks using the shock at-will power.
Multiattack (Beast Form). The avatar makes three claw attacks.
Claw (Beast Form). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7) kinetic damage.
Legendary Actions
The avatar 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 avatar regains spent legendary actions at the start of its turn.
At-will (Humanoid Form). The avatar casts an at-will force power.
Claw (Beast Form). The avatar makes one claw attack.
Force Step (Humanoid Form). The avatar can move up to its speed without provoking opportunity attacks.
Metamorphosis. The avatar transitions from Beast to Humanoid, or vice versa.
Forceasting (Humanoid Form) (Costs 2 Actions). The avatar casts any of its available force powers.
The Daughter, Avatar of Knowledge
Medium (humanoid form) or Large (beast form) force-entity, lawful light
- Armor Class 21 (humanoid form) or 19 (beast form)
- Hit Points 190 (20d8 + 100)
- Speed 30 ft., fly 30 ft. (beast form)
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 20 (+5) 18 (+4) 24 (+7) 20 (+5)
- Saving Throws Dex +11, Wis +14, Cha +12
- Skills Lore +11, Medicine +21, Persuasion +12
- Damage Resistances cold, fire, lightning; energy, ion, and kinetic damage from unenhanced weapons
- Damage Immunities poison
- Condition Immunities blinded, charmed, exhausted, stunned, poisoned, paralyzed
- Senses truesight 120 ft., passive Perception 17
- Languages All languages
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Traits
Avoidance. If the avatar is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Beast Form. The avatar can transition between Humanoid and Beast forms using a legendary action. While in Beast form, the avatar uses its Wisdom modifier for attack and damage rolls when making a claw attack, and adds its Charisma modifier to its AC.
Enhanced Casting. The avatar's force powers are considered enhanced for the purpose of overcoming resistances.
Innate Forcecasting. The avatar's forcecasting ability is Wisdom (force save DC 22, +14 to hit with force powers). It can innately cast the following force powers:
At will: calm emotions, heal (cast as a 3rd-level power), sanctuary, sense emotion, sense force
3/day each: improved heal, restoration, stun, wall of light
1/day each: revitalize, stasisLegendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Force Resistance. The avatar has advantage on saving throws against force powers.
Pool of Knowledge. When the avatar would cast a power with a casting time of one action, it can cast the power as a bonus action instead.
Unarmored Defense. While in its Humanoid form, the avatar adds its Wisdom modifier to its AC.
Mastery Auras. As an action or a bonus action on its turn, the avatar activates an Aura of its choice below, and can use a bonus action on subsequent turns to maintain the aura. It can activate these auras from either Humanoid or Beast forms. It can maintain concentration on a single aura and a single force power at the same time, but must succeed on a DC 10 Constitution saving throw with disadvantage or lose concentration on the force power.
Aura of Empowerment. Invigorating energy radiates from the avatar in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the avatar (including the avatar) deal an extra die of damage with weapon attacks and force powers, and all of their attacks are considered enhanced.
Aura of Purification. Purifying energy radiates from the avatar in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the avatar (including the avatar) can’t become diseased, have resistance to all damage, and have immunity to all conditions.
Aura of Resilience. Hope and vitality radiates from the avatar in a 30-foot radius. Until the effect ends, any number of creatures within range chosen by the avatar (including the avatar) have advantage on Wisdom saving throws and death saving throws, and regain the maximum number of hit points possible from any healing. Additionally, attacks that target these creatures do so with disadvantage.
Actions
Multiattack (Humanoid Form). The avatar makes two light wreath attacks.
Multiattack (Beast Form). The avatar makes two claw attacks.
Claw (Beast Form). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) kinetic damage.
Light Wreath (Humanoid Form). Melee Force Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) energy damage.
Legendary Actions
The avatar 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 avatar regains spent legendary actions at the start of its turn.
Attack. The avatar makes one melee attack.
Metamorphosis. The avatar transitions from Beast to Humanoid, or vice versa.
Shifting Aura (Costs 2 Actions). The avatar can activate one of its Mastery Auras or change which aura is active.
Force Step (Humanoid Form). The avatar can move up to its speed without provoking opportunity attacks.
Forcecasting (Humanoid Form). The avatar casts a force power.
Jensaarai Apprentice
Medium humanoid (any), lawful balanced
- Armor Class 17 (Force-enhanced armor)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 8 (-1)
- Saving Throws Dex +6, Con +6, Wis +6
- Skills Athletics +7, Perception +6, Stealth +6
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 16
- Languages Basic
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Force-Enhanced Armor. The apprentice can reduce cold, energy, fire, ion, and kinetic damage by 2 (1d4) when it is damaged by an attack.
Forcecasting. The apprentice is a 5th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 14, +6 to hit with force powers). It has 23 force points and knows the following force powers:
At-will: force disarm, force pull/push, saber reflect
1st-level: force jump, force throw, phasestrike
2nd-level: animate weapon, force camouflage, phasewalkActions
Multiattack. The apprentice makes two martial lightsaber attacks.
Martial Lightsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) energy damage.
Ballistakinesis. The apprentice calls upon the force to hurl small debris at targets within a 15-foot cone. Each creature within the 15-foot cone must make a DC 14 Dexterity saving throw. A creature takes 13 (3d8) kinetic damage on a failed save, or half as much as on a successful one.
Jensaarai Defender
Medium humanoid (any), lawful balanced
- Armor Class 18 (Force-enhanced armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 12 (+1)
- Saving Throws Dex +7, Con +7, Wis, +8
- Skills Athletics +9, Perception +8, Stealth +7
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 18
- Languages Basic
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Force-Enhanced Armor. The defender can reduce cold, energy, fire, ion, and kinetic damage by 5 (2d4) when it is damaged by an attack.
Forcecasting. The defender is a 9th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 16, +8 to hit with force powers). It has 40 force points and knows the following force powers:
At-will: force disarm, force pull/push, saber reflect
1st-level: force jump, force throw, phasestrike
2nd-level: animate weapon, force camouflage, phasewalk
3rd-level: knight speed, sever force, telekinetic storm
4th-level: improved force camouflageActions
Multiattack. The defender makes three attacks: two with its martial lightsaber and one with its ballistakinesis.
Martial Lightsaber. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) energy damage.
Ballistakinesis. The defender calls upon the force to hurl small debris at targets within a 15-foot cone. Each creature within the 15-foot cone must make a DC 16 Dexterity saving throw. A creature takes 13 (3d8) kinetic damage on a failed save, or half as much as on a successful one.
Jensaarai Saarai-kaar
Medium humanoid (any), lawful balanced
- Armor Class 19 (Force-enhanced armor)
- Hit Points 180 (24d8 + 72)
- Speed 30ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 16 (+3) 10 (+0) 20 (+5) 12 (+1)
- Saving Throws Dex +9, Con +8, Wis, +10
- Skills Athletics +11, Perception +10, Stealth +9
- Damage Resistances energy from unenhanced weapons
- Senses passive Perception 20
- Languages Basic
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Force-Enhanced Armor. The saarai-kaar can reduce cold, energy, fire, ion, and kinetic damage by 7 (3d4) when it is damaged by an attack.
Forcecasting. The saarai-kaar is an 11th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 18, +10 to hit with force powers). It has 49 force points and knows the following force powers:
At-will: force disarm, force pull/push, saber reflect
1st-level: force jump, force throw, phasestrike
2nd-level: animate weapon, force camouflage, phasewalk
3rd-level: knight speed, sever force, telekinetic storm
4th-level: improved force camouflage
5th-level: improved phasestrike, improved phasewalk, mass animationActions
Multiattack. The saarai-kaar makes four attacks: three with its martial lightsaber and one with its ballistakinesis.
Martial Lightsaber. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) energy damage.
Ballistakinesis. The saarai-kaar calls upon the force to hurl small debris at targets within a 30-foot cone. Each creature within the 30-foot cone must make a DC 18 Dexterity saving throw. A creature takes 27 (6d8) kinetic damage on a failed save, or half as much as on a successful one.
Nightsister
Medium humanoid (dathomiri), chaotic dark
- Armor Class 14 (natural armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 18 (+4)
- Skills Deception +7, Perception +5, Stealth +10, Survival +8
- Senses passive Perception 15
- Languages Basic
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Cunning Action. On each of its turns, the nightsister can use a bonus action to take the Dash, Disengage, or Hide action.
Forcecasting. The nightsister is a 9th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers). It has 40 force points and knows the following force powers:
At-will: affect mind, enfeeble, force push/pull, slow
1st-level: dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd-level: affliction, dark shear, darkness, drain vitality, force camouflage, hallucination, mindspike, phasewalk
3rd-level: bestow curse, dark aura, horror, improved dark side tendrils, plague
4th-level: dominate beast, drain life, hysteria, improved force camouflage, shroud of darkness
5th-level: dominate mind, improved phasewalk, insanity, siphon lifeMagic of Dathomir (3/Day). While on the planet of Dathomir, if the nightsister casts a force power that requires the target to make a save, it can spend its reaction to give the target disadvantage on the save.
Mask of the Wild. The nightsister can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Vibroknife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.
Energy Bow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) energy damage.
Nightsister Hunter
Medium humanoid (dathomiri), chaotic dark
- Armor Class 17 (fiber armor)
- Hit Points 58 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3)
- Skills Acrobatics +8, Perception +6, Stealth +11, Survival +9,
- Senses passive Perception 16
- Languages Basic
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Cunning Action. On each of its turns, the nightsister can use a bonus action to take the Dash, Disengage, or Hide action.
Forcecasting. The nightsister is a 5th-level forcecaster. Its forcecasting ability is Charisma (force save DC 14, +6 to hit with force powers). It has 23 force points and knows the following force powers:
At-will: affect mind, enfeeble, force push/pull, slow
1st-level: dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd-level: affliction, dark shear, darkness, force camouflage, phasewalkMagic of Dathomir (3/Day). While on the planet of Dathomir, if the nightsister casts a force power that requires the target to make a save, it can spend its reaction to give the target disadvantage on the save.
Mask of the Wild. The nightsister can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Sneak Attack. Once per turn, the nightsister can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the nightsister that isn’t incapacitated.
Actions
Multiattack. The nightsister makes two weapon attacks.
Vibroknife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) kinetic damage.
Energy Bow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) energy damage.
Blood Trail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) acid damage. On a hit, the nightsister uses its blood to mark the target, giving the nightsister advantage on attack rolls and allowing it to always know the location of the target. The mark lasts until the nightsister dies or uses its bonus action to remove it.
Nightsister Shaman
Medium humanoid (dathomiri), chaotic dark
- Armor Class 14 (17 with battle precognition)
- Hit Points 104 (16d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 20 (+5)
- Skills Deception +9, Lore +8, Perception +6, Stealth +8,
- Senses passive Perception 16
- Languages Basic
- Challenge 9 (5,000 XP) Proficiency Bonus: +3
Forcecasting. The nightsister is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC 17, +9 to hit with force powers). It has 57 force points and knows the following force powers:
At-will: affect mind, enfeeble, force push/pull, slow
1st-level: dark side tendrils, fear, force mask, sap vitality, wound
2nd-level: affliction, darkness, force camouflage, hallucination, mind spike, phasewalk
3rd-level: bestow curse, dark aura, horror, improved dark side tendrils, plague
4th-level: dominate beast, drain life, hysteria, improved force camouflage, shroud of darkness
5th-level: improved phasewalk, insanity, siphon life
6th-level: eruption, scourge, wrack
7th-level: force project, ruinMagic of Dathomir (3/Day). While on the planet of Dathomir, if the nightsister casts a force power that requires the target to make a save, it can spend its reaction to give the target disadvantage on the save.
Actions
Vibroknife. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) kinetic damage.
Blood Trail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:: 11 (1d12 + 5) acid damage. On a hit, the nightsister uses its blood to mark the target, giving the nightsister advantage on attack rolls and allowing it to always know the location of the target. The mark lasts until the nightsister dies or uses its bonus action to remove it.
Chant of Resurrection (3/Day). While on the planet of Dathomir, the nightsister can use its action to summon 2 (1d4) Nightsister Zombies. The zombies appear in an unoccupied space within 30 feet of the nightsister and remain until destroyed or the nightsister dies. Zombies summoned in this way roll initiative and act in the next available turn. The nightsister can have up to 6 zombies summoned by this ability at a time.
Nightsister Clan Mother
Medium humanoid (dathomiri), chaotic dark
- Armor Class 15 (18 with battle precognition)
- Hit Points 157 (21d8 + 63)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 22 (+6)
- Saving Throws Dex +12, Wis +11, Cha +13,
- Skills Deception +13, Perception +11, Stealth +19, Survival +18
- Damage Resistances necrotic
- Condition Immunities charmed, frightened
- Senses passive Perception 21
- Languages Basic
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Force Resistance. The nightsister has advantage on saving throws against force powers.
Forcecasting. The nightsister is a 17th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 74 force points and knows the following force powers:
At-will: affect mind, enfeeble, force push/pull, seethe, slow, spirit blade
1st-level: battle precognition, dark side tendrils, fear, force mask, hex, sap vitality, wound
2nd-level: affliction, dark shear, darkness, force camouflage, hallucination, mind spike, phasewalk
3rd-level: bestow curse, dark aura, force lightning, horror, improved dark side tendrils, plague
4th-level: dominate beast, drain life, force immunity, hysteria, improved force camouflage, shroud of darkness
5th-level: dominate mind, improved phasewalk, insanity, siphon life
6th-level: eruption, force chain lightning, improved force immunity, scourge, wrack
7th-level: force lightning cone, force project, ruin, whirlwind
8th-level: death field, earthquake, maddening darkness, master force immunity
9th-level: mass hysteriaLegendary Resistance (3/Day). If the nightsister fails a saving throw, it can choose to succeed instead.
Magic of Dathomir (3/Day). While on the planet of Dathomir, if the nightsister casts a force power that requires the target to make a save, it can spend its reaction to give the target disadvantage on the save.
Mask of the Wild. The nightsister can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
War Caster. The nightsister has advantage on Constitution saving throws that it makes to maintain its concentration on a power when it takes damage.
Actions
Blood Trail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) acid damage. On a hit, the nightsister uses its blood to mark the target, giving the nightsister advantage on attack rolls and allowing it to know the location of the target. The mark lasts until the nightsister dies or uses its bonus action to remove it.
Ichor Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Ichor Lightning. While the ichor shield is active, the nightsister can emit ichor lightning from its shield. Every creature of the nightsister's choice within a 30-foot radius of it must make a DC 21 Dexterity saving throw, taking 28 (8d6) lightning damage and 28 (8d6) necrotic damage on a failed save, or half as much on a successful one.
Ichor Shield (1/Day). The nightsister creates an ichor shield that surrounds the nightsister and allows it to hover 5 feet above the ground. The shield moves with the nightsister and makes it immune to energy, ion, and lightning damage. The shield lasts as long as the nightsister maintains concentration.
Legendary Actions
The nightsister 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 nightsister regains spent legendary actions at the start of its turn.
At-will. The nightsister casts an at-will force power.
Attack. The nightsister makes one weapon attack.
Teleport. The nightsister teleports up to 120 feet to an unoccupied space it can see.
Ichor Torture (Costs 3 Actions). The nightsister calls upon the force to attack any being that is marked by the nightsister's Blood Trail. The targets must make a DC 21 Constitution saving throw taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the target is restrained.
Dark Acolyte
Medium humanoid (any), any dark
- Armor Class 14 (unarmored)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Deception +4, Lore +2
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force powers). It has 6 force points and knows the following force powers:
At-will: denounce, force push/pull, saber reflect, saber ward, slow, shock
1st-level: battle precognition, burst of speed, cloud mind, curseActions
Shotosaber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) energy damage.
Dark Novice
Medium humanoid (any), any dark
- Armor Class 12 (15 with battle precognition)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
- Skills Deception +4, Lore +2, Persuasion +4
- Senses passive Perception 11
- Languages Basic, any one other language
- Challenge 2 (450 XP) Proficiency Bonus: +2
Devotion. The novice has advantage on saving throws against being charmed or frightened.
Forcecasting. The novice is a 4th-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force powers). It has 18 force points and knows the following force powers:
At-will: denounce, lightning charge, saber reflect, saber ward
1st-level: battle precognition, curse, sap vitality
2nd-level: drain vitality, force camouflageActions
Multiattack. The novice makes two doublesaber attacks.
Doublesaber. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Dark Aspirant
Medium humanoid (any), any dark
- Armor Class 13 (16 with battle precognition)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 18 (+4)
- Saving Throws Wis +3, Cha +7
- Skills Deception +7, Lore +3, Insight +3, Intimidation +7
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Devotion. The aspirant has advantage on saving throws against being charmed or frightened.
Forcecasting. The aspirant is a 5th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers). It has 24 force points and knows the following force powers:
At-will: denounce, force push/pull, lightning charge, saber reflect, saber ward, shock
1st-level: battle precognition, curse, disperse force, force reflect, hex, improved feedback, sap vitality
2nd-level: drain vitality, force camouflage
3rd-level: choke, force lightning, horrorActions
Lightfoil. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) energy damage.
Reactions
Force Shield. When the aspirant is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +4 bonus to AC until the start of its next turn. This includes the triggering attack.
Sith Assassin
Medium humanoid (any), any dark
- Armor Class 15 (18 with battle precognition)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 10 (+1) 16 (+3) 18 (+4)
- Skills Acrobatics +11, Deception +7, Intimidation +7, Perception +6, Stealth +11
- Senses passive Perception 16
- Languages Basic, Sith
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
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 its turns, the assassin can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The assassin deals an additional 4 (1d8) energy damage when it attacks with its saberwhip (included).
Forcecasting. The assassin is a 9th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force powers). It has 40 force points and knows the following force powers:
At-will: force push/pull, psychic charge, mind trick, saber reflect, shock
1st-level: battle precognition, burst of speed, force mask, hex, phasestrike, wound
2nd-level: dark shear, darkness, force camouflage, phasewalk
3rd-level: choke, dark aura, knight speed, sever force
4th-level: improved force camouflage, shroud of darknessSneak Attack. Once per turn, the assassin can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the assassin that isn’t incapacitated.
Trip Attack (2/Day). When the assassin hits a creature with a weapon attack, it can attempt to knock the target down. The assassin adds 3 (1d6) to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 16 Strength saving throw. On a failed save, the target is knocked prone.
Actions
Multiattack. The assassin makes two saberwhip attacks.
Saberwhip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 1d8 + 5) energy damage.
Sith Sorcerer
Medium humanoid (any), any dark
- Armor Class 13 (16 with battle precognition)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 20 (+5)
- Saving Throws Wis +5 , Cha +8
- Skills Acrobatics +6, Deception + 8, Intimidation +8, Perception + 5
- Senses passive Perception 15
- Languages Basic
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Forcecasting. The sorcerer is an 11th-level forcecaster. Its forcecasting ability is Charisma (force save DC 16, +8 to hit with force powers). It has 49 force points and knows the following force powers:
At-will: force push/pull, saber reflect, saber ward, shock, slow
1st-level: battle precognition, disperse force, force reflect, sap vitality
2nd-level: affliction, drain vitality, hallucination, phasewalk
3rd-level: dark aura, force lightning, plague
4th-level: dominate beast, shocking shield
5th-level: dominate mind, improved force scream, improved phasewalk, insanity, siphon life
6th-level: force chain lightning, wrackQuickened Power (3/Day). When the sorcerer casts a power that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.
War Caster. The sorcerer has advantage on Constitution saving throws that it makes to maintain its concentration on a power when it takes damage.
Actions
Lightsaber. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Reactions
War Caster. When a hostile creature’s movement provokes an opportunity attack from the sorcerer, it can use its reaction to cast a power at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.
Sith Warrior
Medium humanoid (any), any dark
- Armor Class 17 (assault armor)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 10 (+0) 10 (+0) 16 (+3)
- Skills Athletics + 7, Intimidation +6, Acrobatics +7, Deception +6
- Senses passive Perception 10
- Languages Basic, Sith
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Force-Empowered Strikes. The warrior deals an additional 4 (1d8) energy damage when it attacks with its greatsaber (included).
Forcecasting. The warrior is a 9th-level forcecaster. Its forcecasting ability is Charisma (force save DC 14, +6 to hit with force powers). It has 39 force points and knows the following force powers:
At-will: force disarm, force push/pull, lightning charge, saber reflect, shock
1st-level: battle precognition, hex, phasestrike
2nd-level: animate weapon, dark shear, darkness, phasewalk
3rd-level: choke, dark aura, knight speed, sever forceGreat Weapon Fighting. While the warrior is wielding a melee weapon in two hands, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Lightweapon Expert. Once per turn, when the warrior rolls damage for a weapon attack using a lightweapon, it can reroll the weapon’s damage dice and use either total.
Actions
Multiattack. The warrior makes two greatsaber attacks, or casts a force power and makes a greatsaber attack.
Greatsaber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 1d8 + 4) energy damage.
Sith Reaver
Medium humanoid (any), any dark
- Armor Class 18 (unarmored defense, +1 from two weapon mastery)
- Hit Points 97 (15d8 + 30)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 10 (+1) 12 (+1) 16 (+3)
- Skills Acrobatics +8, Athletics + 5, Deception +6, Intimidation +6
- Damage Resistances energy, kinetic
- Senses passive Perception 11
- Languages Basic, Sith
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Danger Sense. The reaver has advantage on dexterity saving throws against effects it can see.
Force-Empowered Strikes. The reaver deals an additional 9 (2d8) energy damage when it attacks with its primary lightfoil (included).
Forcecasting. The reaver is a 9th-level forcecaster. Its forcecasting ability is Charisma (force save DC 14, +6 to hit with force powers). It has 39 force points and knows the following force powers:
At-will: force push/pull, lightning charge, saber reflect, saber ward, shock
1st-level: burst of speed, hex, phasestrike, saber assault
2nd-level: dark shear, darkness, phasewalk, saber strike
3rd-level: dark aura, force scream, knight speed, saber slash, sever forceRage-Enhanced Attacks. The reaver's force and melee attacks are enhanced by its fury, adding +3 to any damage rolls the reaver makes (included).
Two-Weapon Fighting. The reaver can add its ability modifier to the damage of it's two-weapon fighting attack (included).
Two-Weapon Mastery. When the reaver engages in two-weapon fighting, it can choose to forgo its proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without its proficiency bonus. The reaver adds +1 to its AC when fighting with two weapons (included).
Actions
Multiattack. The reaver makes two lightfoil attacks and can chose to make one additional lightfoil attack, or two offhand lightfoil attacks.
Lightfoil. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 5 + 3) energy damage.
Offhand Lightfoil. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 5 + 3) energy damage.
Dark Lord
Medium humanoid (any), any dark
- Armor Class 12 (15 with battle precognition)
- Hit Points 99 (18d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws Int +7, Wis +8, Cha +10
- Skills Insight +13, Lore +7
- Damage Resistances damage from force powers
- Senses passive Perception 10
- Languages Basic, any one other language
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Force Resistance. The dark lord has advantage on saving throws against force powers.
Forcecasting. The dark lord is an 18th-level forcecaster. Its forcecasting ability is Charisma (force save DC 18, +10 to hit with force powers). It has 77 force points and knows the following force powers:
At-will: affect mind, denounce, force push/pull, mind trick, saber reflect, saber ward, shock
1st-level: battle precognition, disperse force, force body, force reflect, hex
2nd-level: battle meditation, darkness, phasewalk
3rd-level: force lightning, force suppression, sever force
4th-level: dominate beast, force immunity, shocking shield
5th-level: improved battle meditation, improved phasewalk, telekinesis
6th-level: force chain lightning, improved force immunity
7th-level: force lightning cone
8th-level: master force immunity
9th-level: force stormActions
Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) energy damage.
Sith Juggernaut
Medium humanoid (any), any dark
- Armor Class 21 (heavy exoskeleton, heavy shield)
- Hit Points 180 (19d8 + 95)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 12 (+1) 18 (+4) 18 (+4)
- Saving Throws Str +15, Dex +5, Wis +9, Cha +9
- Skills Athletics +15, Intimidation +9, Survival +9
- Damage Resistances necrotic
- Condition Immunities exhaustion, frightened, restrained, stunned
- Senses passive Perception 14
- Languages Basic, any one other language
- Challenge 15 (13,000 XP) Proficiency Bonus: +5
Avoidance. If the juggernaut is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Charger. The juggernaut can take the Dash action as a bonus action. If the juggernaut moves at least 10 feet in a straight line with this bonus action, it gains a +5 bonus to the damage roll of its next melee attack.
Force Resistance. The juggernaut has advantage on saving throws against force powers.
Force-Empowered Strikes. The juggernaut deals an additional 9 (2d8) energy damage when it attacks with its pikesaber (included).
Forcecasting. The juggernaut is a 19th-level forcecaster. Its forcecasting ability is Charisma (force save DC 17, +9 to hit with force powers). It has 80 force points and knows the following force powers:
At-will: affect mind, denounce, feedback, saber ward
1st-level: force jump, improved feedback, sap vitality, wound
2nd-level: darkness, drain vitality, force sight
3rd-level: choke, force scream, sever force
4th-level: force immunity, shroud of darkness
5th-level: greater feedback, improved force scream, improved phasestrikeScornful Rebuke. When a creature hits the juggernaut with an attack, it takes 4 psychic damage as long as the juggernaut is not incapacitated.
Titan's Power. The juggernaut can wield a two-handed weapon in one hand. Additionally, if it misses with a two-handed melee weapon attack, the target takes 5 energy damage.
Actions
Multiattack. The juggernaut makes three attacks with its pikesaber or casts a power and makes a pikesaber attack.
Pikesaber. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (1d10 + 2d8 + 5) energy damage.
Conquering Presence (1/Day). Each creature within 30 feet of the juggernaut must succeed on a DC 18 Wisdom saving throw or become frightened of the juggernaut for 1 minute, and have its speed reduced to 0. At the end of each of its turns, a frightened creature takes 4 psychic damage and repeats this save, ending the effect on a success.
Dark Disciple
Medium humanoid (zabrak), chaotic dark
- Armor Class 18 (two-weapon mastery (21 with battle precognition))
- Hit Points 175 (27d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 24 (+7) 14 (+2) 12 (+1) 18 (+4) 20 (+5)
- Saving Throws Dex +14, Wis +11, Cha +12
- Skills Acrobatics +21, Deception +12, Intimidation + 12, Perception +11
- Damage Resistances energy and kinetic from unenhanced weapons; damage from force powers
- Senses passive Perception 21
- Languages Basic, Zabraki
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Avoidance. If the disciple is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Cunning Action. On each of its turns, the disciple can use a bonus action to take the Dash, Disengage, or Hide action.
Force-Empowered Strikes. The disciple deals an additional 9 (2d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The disciple is a 14th-level forcecaster. Its forcecasting ability is Charisma (force save DC 20, +12 to hit with force powers). It has 61 force points and knows the following force powers:
At-will: affect mind, burst, force disarm, force leap, force push/pull, psychic charge, saber reflect, saber throw, saber ward
1st-level: battle precognition, burst of speed, disperse force, force jump, force reflect, hex, phasestrike, slow descent
2nd-level: darkness, force camouflage, force throw, phasewalk, stun droid
3rd-level: choke, dark aura, force repulse, knight speed, sever force
4th-level: improved force camouflage
5th-level: improved phasestrike, telekinesis
6th-level: crush, rageLegendary Resistance (3/Day). When the disciple fails a saving throw, it can choose to succeed instead.
Second Heart (1/Day). When reduced to 0 hit points but not killed outright, the disciple can drop to 1 hit point instead.
Surprise Attack (1/Rest). If the disciple surprises a creature and hits it with an attack on the disciple's first turn in combat, the attack deals an extra 7 (2d6) damage to it.
Two-Weapon Mastery. When the disciple engages in two-weapon fighting, it can choose to forgo its proficiency bonus. If it does so, it can make an additional two-weapon fighting attack, also without its proficiency bonus. The disciple adds +1 to its AC when fighting with two weapons (included).
Actions
Multiattack. The disciple makes two lightfoil attacks and can choose to make an additional lightfoil attack or two offhand lightfoil attacks.
Lightfoil. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) energy damage.
Offhand Lightfoil. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) energy damage.
Reactions
Parry. The disciple adds 7 to its AC against one melee attack that would hit it. To do so, the disciple must see the attacker and be wielding a melee weapon.
Legendary Actions
The disciple 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 disciple regains spent legendary actions at the start of its turn.
At-will. The disciple casts an at-will force power.
Attack. The disciple makes one lightfoil attack.
Move. The disciple can move up to its speed without provoking opportunity attacks.
Sith Dreadlord
Medium humanoid (human), lawful dark
- Armor Class 22 (yorik coral heavy exoskeleton)
- Hit Points 187 (25d8 + 75)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 16 (+3) 16 (+3) 18 (+4) 20 (+5)
- Saving Throws Str +16, Dex +13, Wis +12, Cha +13
- Skills Acrobatics +21, Athletics +24, Deception +12, Intimidation +13, Perception +12
- Damage Resistances cold, lightning; damage from force powers
- Damage Immunities energy, ion, and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 22
- Languages Basic, Tusken, Yuuzhan Vong
- Challenge 25 (75,000 XP) Proficiency Bonus: +8
Force Resistance. The dreadlord has advantage on saving throws against force powers.
Force-Empowered Strikes. The dreadlord deals an additional 13 (3d8) energy damage when it attacks with its martial lightsaber (included).
Forcecasting. The dreadlord is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 85 force points and knows the following force powers:
At-will: affect mind, burst, force disarm, force push/pull, lightning charge, psychic charge, saber reflect, saber throw, saber ward, shock
1st-level: burst of speed, disperse force, force jump, force reflect, force throw, hex, phasestrike, saber assault, slow descent, wound
2nd-level: dark shear, darkness, force throw, phasewalk
3rd-level: choke, dark aura, force lightning, force repulse, force scream, knight speed, sever force
4th-level: shocking shield
5th-level: improved force scream, improved phasestrike, improved phasewalk, telekinesis
6th-level: crush, force chain lightning, rage
7th-level: force lightning cone, ruinLegendary Resistance (3/Day). When the dreadlord fails a saving throw, it can choose to succeed instead.
Lightweapon Expert. Once per turn, when the dreadlord rolls damage for a weapon attack using a lightweapon it can reroll the weapon’s damage dice and use either total.
Yorik Coral Exoskeleton. Unless the damage from a single attack or effect exceeds 15 points, the dreadlord takes no damage from that attack. If the dreadlord takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal.
Actions
Multiattack. The dreadlord uses its Frightful Presence. It then makes two martial lightsaber attacks and can choose to make one additional martial lightsaber attack or two offhand martial lightsaber attacks.
Martial Lightsaber. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) energy damage.
Offhand Martial Lightsaber. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) energy damage.
Frightful Presence. Each creature of the dreadlord's choice that is within 90 feet of the dreadlord and aware of it must succeed on a DC 20 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 dreadlord's Frightful Presence for the next 24 hours.
Reactions
Parry The dreadlord adds 7 to its AC against one melee attack that would hit it. To do so, the dreadlord must see the attacker and be wielding a melee weapon.
Legendary Actions
The dreadlord 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 dreadlord regains spent legendary actions at the start of its turn.
At-will. The dreadlord casts an at-will force power.
Attack. The dreadlord makes one martial lightsaber attack.
Move. The dreadlord can move up to its speed without provoking opportunity attacks.
First Order Warlord
Medium humanoid (human), chaotic dark
- Armor Class 20 (unarmored defense)
- Hit Points 199 (19d8 + 114)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 22 (+6) 12 (+1) 12 (+1) 20 (+5)
- Saving Throws Str +13, Cha +12, Con +13
- Skills Acrobatics +11, Athletics +20, Intimidation +17, Perception +8, Piloting +15
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 18
- Languages Basic, Shyriiwook, Sith
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Disarming Strike (3/Day). When the warlord hits with a melee attack, it can try to disarm the target. The warlord adds 4 (1d8) to the damage and the target must succeed on a DC 21 Strength saving throw or drop the item they are holding.
Force-Empowered Strikes. The warlord deals an additional 9 (2d8) energy damage when it attacks with its greatsaber (included).
Forcecasting. The warlord is a 15th-level forcecaster. Its forcecasting ability is Charisma (force save DC 20, +12 to hit with force powers). It has 65 force points and knows the following force powers:
At-will: affect mind, force disarm, force leap, force push/pull, saber reflect, saber throw, saber ward, sonic charge, turbulence
1st-level: burst of speed, fear, force jump, force propel, hex, phasestrike, saber assault, slow descent
2nd-level: coerce mind, force throw, phasewalk
3rd-level: choke, dark aura, force repulse, knight speed, sever force, telekinetic storm
4th-level: dominate beast
5th-level: dominate mind, telekinesis, improved phasestrike
6th-level: crush, rage, telekinetic burstGreat Weapon Fighting. While the warlord is wielding a two-handed melee weapon, when it rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Legendary Resistance (3/Day). When warlord fails a saving throw, it can choose to succeed instead.
Reckless. At the start of its turn, the warlord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest). If the warlord takes 30 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Unarmored Defense. While wearing no armor and not wielding a shield, the warlord adds its Constitution modifier to its AC (included).
Unstable Kyber Crystal. The warlord's greatsaber attacks ignore resistances and immunities to energy damage. Additionally, the warlord's greatsaber attacks score a critical hit on a roll of 18-20.
Actions
Multiattack. The warlord makes three greatsaber attacks.
Greatsaber. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 22 (2d6 + 2d8 + 6) energy damage.
Reactions
Force Immobilize. When the warlord would be hit by a ranged attack, it can use its reaction to attempt to stop the attack. The warlord makes a contested force check using its force modifier (+12). If the result is greater than or equal to the initial attack, the warlord can stop the projectile in an open space between the target and itself. The warlord can then use a bonus action on its turn to unfreeze or redirect the projectile. If the warlord is damaged again while holding a stopped projectile, it makes a saving throw as if it were concentrating on a power, releasing the projectile on a failure.
Legendary Actions
The warlord 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 warlord regains spent legendary actions at the start of its turn.
At-will. The warlord casts an at-will force power.
Attack. The warlord makes one greatsaber attack.
Move. The warlord can move up to its speed without provoking opportunity attacks.
Sith Betrayer
Medium humanoid (human), lawful dark
- Armor Class 19 (with storm of sabers)
- Hit Points 161 (17d8 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 20 (+5) 20 (+5) 22 (+6) 22 (+6)
- Saving Throws Con +12, Int +12, Wis +13, Cha +13
- Skills Acrobatics +10, Deception +20, Insight +13, Intimidation +13, Lore +19, Perception +13, Stealth +10
- Damage Immunities energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses blindsight 30 ft., passive Perception 23
- Languages Basic, Binary, Shyriiwook, Sith, telepathy 120 ft.
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Deceiver. The betrayer has advantage on Charisma (Deception) checks.
Force Resistance. The betrayer has advantage on saving throws against force powers.
Forcecasting. The betrayer is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 85 force points and knows the following force powers:
At-will: affect mind, denounce, feedback, force push/pull, mind trick, psychic charge, saber reflect, shock, slow, turbulence
1st-level: breath control, fear, force propel, hex, improved feedback, phasestrike, sap vitality, wound
2nd-level: affliction, battle meditation, beast trick, coerce mind, darkness, drain vitality, force camouflage, force throw, mind spike, phasewalk
3rd-level: choke, force lightning, horror, plague, sever force, telekinetic storm
4th-level: dominate beast, drain life, force immunity, improved force camouflage
5th-level: dominate mind, greater feedback, improved phasestrike, improved phasewalk, siphon life, telekinesis
6th-level: crush, force chain lightning, improved force immunity, mass coerce mind
7th-level: force lightning cone, ruin
8th-level: death field, master force immunity
9th-level: force storm, master feedbackHidden from the Force. The betrayer cannot be detected using force powers.
Legendary Resistance (3/Day). If the betrayer fails a saving throw, it can choose to succeed instead.
Pinpoint Power. When it casts a power that allows it to force creatures in an area to make a saving throw, the betrayer can instead spend 1 force point and make a ranged force attack against a single target that in range. On a hit, the target suffers the effects as though they failed their saving throw.
Refocused Power. When the betrayer is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.
Steal the Force. When the betrayer reduces a creature to 0 hit points, it gains 6 force points, up to its maximum.
Storm of Sabers. The betrayer adds 6 to its AC (included) and to Constitution saving throws to maintain concentration on force powers.
Actions
Multiattack. The betrayer makes three saber storm attacks, or casts a force power and makes one saber storm attack.
Shotosaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Saber Storm. Melee or Ranged Power Attack: +13 to hit, range 40 ft., one target. Hit: 19 (3d8 + 6) energy damage.
Sever Connection (Recharge 6). The betrayer targets a creature within 60 feet that can cast a force power and attempts to disrupt their ability to use the force. The target creature must succeed on a DC 21 Constitution saving throw. On a success, nothing happens. On a failure, the target creature is unable to cast force powers, and any attempt results in the power failing. Affected creatures can repeat the saving throw at the end of subsequent turns, ending the effect on a success.
Legendary Actions
The betrayer 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 betrayer regains spent legendary actions at the start of its turn.
At-will. The betrayer casts an at-will force power.
Attack. The betrayer makes one saber storm attack.
Forcecasting (Costs 1 Action Per Level). The betrayer casts a force power, spending 1 legendary action per level of power cast.
Destroy the Force (Costs 3 Actions). The betrayer uses its Sever Connection action, if available. A creature that fails the saving throw takes 45 (10d8) psychic damage in addition to its other effects.
Sith Anathema
Medium humanoid (human), chaotic dark
- Armor Class 18 (natural armor)
- Hit Points 199 (21d8 + 105)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 20 (+5)
- Saving Throws Str +13, Con +12, Wis +10, Cha +12
- Skills Athletics +13, Insight +10, Intimidation +19, Perception +10
- Damage Resistances necrotic, poison; energy and kinetic from unenhanced weapons
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses passive Perception 20
- Languages Basic, Sith
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Force-Empowered Strikes. The anathema deals an additional 9 (2d8) energy damage when it attacks with its martial lightsaber (included).
Forcecasting. The anathema is a 14th-level forcecaster. Its forcecasting ability is Charisma (force save DC 20, +12 to hit with force powers). It has 61 force points and knows the following force powers:
At-will: affect mind, denounce, force push/pull, saber reflect, saber ward, shock
1st-level: force body, force jump, hex, phasestrike, saber assault, sap vitality, wound
2nd-level: darkness, drain vitality, force throw, phasewalk, saber strike
3rd-level: choke, dark aura, force lightning, force suppression, saber slash, sever force
4th-level: drain life, force immunity, saber onslaught, shocking shield
5th-level: improved phasestrike, improved phasewalk, telekinesis
6th-level: crush, rage
7th-level: ruinLegendary Resistance (3/Day). If the anathema fails a saving throw, it can choose to succeed instead.
Refocused Power. When the anathema is forced to make a Constitution saving throw to maintain concentration on a power, it can use its reaction and spend 2 force points to automatically succeed on the saving throw.
Regeneration. The anathema regains 15 hit points at the start of its turn as long as it has 1 hit point.
Retaliation Strike. Whenever the anathema deals damage, it deals an additional 6 (1d12) damage of the same type as long as it took damage since the start of its last turn.
Upheld by the Force (2/Day). As an action, the anathema can gain resistance to energy and kinetic damage for one minute, or until it is reduced to 0 hit points.
Actions
Multiattack. The anathema makes three attacks: two with its martial lightsaber and one with its necrotic strike.
Martial Lightsaber. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) energy damage, or 20 (1d10 + 2d8 +6) energy damage if used with two hands.
Necrotic Strike. Melee Power Attack: +12 to hit, range 5 ft., one target. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or have their hit point maximum reduced by an amount equal to the damage taken. Creatures that have their hit point maximum reduced to 0 by this attack are killed instantly.
Unending Fury (Recharge 6). The anathema chooses a point within 60 feet. Each creature of its choice within 30 feet of that point must make a DC 20 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and suffers 1 level of exhaustion. On a successful save, a creature takes half damage and does not suffer exhaustion. Additionally, for each creature that fails this saving throw, a creature friendly to the anathema within 30 feet of the point can regain hit points equal to the amount of damage dealt. A friendly creature can only gain this benefit once per turn.
Reactions
Force Shield. When the anathema is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +5 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The anathema 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 anathema regains spent legendary actions at the start of its turn.
At-will. The anathema casts an at-will force power.
Attack. The anathema makes one martial lightsaber attack.
Forcecasting (Costs 1 Action Per Level). The anathema casts a force power, spending 1 legendary action per level of power cast.
Unending Fury (Costs 3 Actions). The anathema recharges its Unending Fury ability.
Sith Devourer
Medium aberration, neutral dark
- Armor Class 21 (force defense)
- Hit Points 230 (20d8 + 140)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 24 (+7) 16 (+3) 16 (+3) 20 (+5)
- Saving Throws Dex +12, Con +15, Wis +11, Cha +13
- Skills Acrobatics +12, Athletics +12, Insight +11, Intimidation +13, Lore +11, Perception +11
- Damage Resistances lightning, psychic
- Damage Immunities necrotic, poison; energy and kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, poisoned, unconscious
- Senses darkvision 120 ft., truesight 120 ft., passive perception 21
- Languages Understands Basic and Sith but rarely speaks
- Challenge 25 (75,000 XP) Proficiency Bonus: +8
Aura of Hunger. The devourer gains 10 (3d6) temporary hit points whenever a creature dies within 20 feet of it.
Devourer of Life. Enemies have disadvantage on death saving throws while within 30 feet of the devourer.
Force-Empowered Strikes. The devourer deals an additional 9 (2d8) energy damage when it attacks with its martial lightsaber (included).
Force Defense. While the devourer is wearing no armor and wielding no shield, its AC includes its Constitution modifier.
Force Detection. The devourer can sense the presence and direction of a cast force power within 120 feet.
Force Resistance. The devourer has advantage on saving throws against force powers.
Forcecasting. The devourer is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 85 force points and knows the following force powers:
At-will: affect mind, denounce, force push/pull, necrotic charge, saber reflect, shock
1st-level: force body, hex, sap vitality, wound
2nd-level: darkness, drain vitality, force throw, phasewalk
3rd-level: choke, dark aura, force lightning, force scream, sever force
4th-level: drain life, force immunity, shocking shield, shroud of darkness
5th-level: improved force scream, improved phasewalk, siphon life, telekinesis
6th-level: crush, force chain lightning, improved force immunity
7th-level: force lightning cone, ruin
8th-level: death field
9th-level: killLegendary Resistance (3/Day). If the devourer fails a saving throw, it can choose to succeed instead.
Relentless (Recharges after a Short or Long Rest). If the devourer takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The devourer makes three lightsaber attacks. It can replace one attack with a drain life attack.
Drain Life. Melee Force Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and the devourer regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Martial Lightsaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) energy damage.
The Hungering Void (Recharge 5-6). The devourer draws all force energy in a 30-foot radius toward it. Every creature of the devourer’s choosing must make a DC 20 Constitution saving throw, taking 19 (4d6 + 5) necrotic damage on a failure, or half damage on a success, and the devourer gains hit points equal to half the damage taken.
Reactions
Rebuke of Annihilation. When the devourer takes damage from a creature it can see within 60 feet, it can use its reaction to force the attacker to take necrotic damage equal to half the damage taken by the devourer.
Legendary Actions
The devourer 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 devourer regains spent legendary actions at the start of its turn.
At-will. The devourer casts an at-will power.
Drain Life. The devourer makes a drain life attack.
Death Incarnate (Costs 2 Actions). The devourer disrupts the flow of the force in a radius centered on itself. Until the start of the devourer’s next turn, no creature within 30 feet of it can regain hit points.
Vociferation of the Void (Costs 3 Actions). The devourer makes a deadly sonic attack. Each creature within 20 feet of the devourer must succeed on a DC 20 Constitution saving throw or be stunned until the end of the devourer’s next turn.
The Sith'ari
Medium humanoid (human), lawful dark
- Armor Class 18 (orbalisk armor)
- Hit Points 256 (27d8 + 135)
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 18 (+4) 20 (+5) 24 (+7)
- Saving Throws Str +14, Con +13, Wis +13, Cha +15
- Skills Acrobatics +11, Athletics +14, Intimidation +15, Lore +20, Perception +13
- Damage Vulnerabilities lightning
- Damage Resistances damage from enhanced weapons
- Damage Immunities damage from unenhanced sources
- Condition Immunities charmed, frightened
- Senses passive perception 23
- Languages Basic, Sith
- Challenge 26 (90,000 XP) Proficiency Bonus: +8
Force-Empowered Strikes. The sith'ari deals an additional 9 (2d8) energy damage when it attacks with its martial lightsaber (included).
Force Resistance. The sith’ari has advantage on saving throws against force powers.
Forcecasting. The sith’ari is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 23, +15 to hit with force powers). It has 87 force points and knows the following force powers:
At-will: affect mind, denounce, feedback, force leap, force push/pull, necrotic charge, saber reflect, shock
1st-level: burst of speed, force jump, improved feedback, phasestrike, sap vitality, sense force, wound
2nd-level: darkness, drain vitality, force camouflage, force sight, force throw
3rd-level: choke, force lightning, force scream, knight speed, sever force
4th-level: drain life, force immunity, improved force camouflage, shroud of darkness
5th-level: greater feedback, improved force scream, improved phasestrike, siphon life, telekinesis
6th-level: crush, force chain lightning, improved force immunity
7th-level: force lightning cone, ruin
8th-level: death field, master force scream
9th-level: kill, master feedbackLegendary Resistance (3/Day). If the sith’ari fails a saving throw, it can choose to succeed instead.
Orbalisk Armor. The sith’ari wears armor composed of orbalisk parasites. While wearing the armor, the sith’ari is immune to damage from unenhanced sources and has resistance to damage from enhanced weapons. If the sith’ari takes lightning damage, this trait does not function until the start of its next turn.
Orbalisk Regeneration. The sith’ari regains 25 hit points at the start of its turn. If the sith’ari takes lightning damage, this trait does not function until the start of its next turn. The sith'ari dies only if it starts its turn with 0 hit points and doesn't regenerate.
Pinpoint Power. When the sith'ari casts a power that allows it to force creatures in an area to make a saving throw, it can instead spend 1 force point and make a ranged force attack against a single target that would be in range. On a hit, the target suffers the effects as though they failed their saving throw.
Quickened Power. When the sith’ari casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
Relentless (Recharges after a Short or Long Rest). If the sith'ari takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The sith’ari makes four martial lightsaber attacks or casts a force power and makes one martial lightsaber attack.
Martial Lightsaber. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (1d10 + 2d8 + 6) energy damage.
Legnedary Actions
The sith'ari 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 sith'ari regains spent legendary actions at the start of its turn.
At-will. The sith'ari casts an at-will force power.
Move. The sith'ari can move up to its speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The sith'ari casts a force power, spending 1 legendary action per level of power cast.
Deathblow (Costs 3 Actions). The sith'ari makes one martial lightsaber attack. If the attack hits, the sith'ari deals the maximum damage, and the target cannot regain hit points until the end of its next turn.
Sith Usurper
Medium humanoid (human), lawful dark
- Armor Class 15 (18 with battle precognition)
- Hit Points 153 (18d8 + 72)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 18 (+4) 16 (+3) 16 (+3) +22 (+6)
- Saving Throws Dex +12, Wis +10, Cha +13
- Skills Acrobatics +12, Athletics +9, Deception +13, Intimidation +13, Lore +10, Perception +10
- Damage Resistances energy and kinetic from unenhanced sources
- Condition Immunities charmed, frightened
- Senses passive perception 20
- Languages Basic, Sith
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Cunning Action. On each of its turns, the usurper can use a bonus action to take the Dash, Disengage, or Hide action.
Enhanced Doublesaber. The usurper's weapon attacks are considered enhanced for the purposes of overcoming resistances.
Force-Empowered Strikes. The usurper deals an additional 9 (2d8) energy damage when it attacks with its doublesaber (included).
Force Resistance. The usurper has advantage on saving throws against force powers.
Forcecasting. The usurper is an 18th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 70 force points and knows the following force powers:
At-will: affect mind, denounce, force push/pull, mind trick, psychic charge, saber reflect, saber ward, shock
1st-level: battle precognition, burst of speed, dark side tendrils, disperse force, fear, force body, force reflect, hex, phasestrike, saber assault, wound
2nd-level: darkness, force camouflage, force confusion, force throw, hallucination, phasewalk, saber strike
3rd-level: dark aura, force scream, horror, improved dark side tendrils, knight speed, saber slash, sever force
4th-level: dominate beast, force immunity, hysteria, improved force camouflage, mind trap, saber onslaught, shroud of darkness
5th-level: dominate mind, improved force scream, improved phasestrike, insanity, telekinesis
6th-level: improved force immunity
7th-level: ruin
8th-level: maddening darkness, master force immunity, master force scream, mind blank
9th-level: mass hysteriaLegendary Resistance (3/Day). If the usurper fails a saving throw, it can choose to succeed instead.
Overpower. As a bonus action, the usurper can energize its force powers until the start of its next turn. A creature has disadvantage on its saving throws against an overpowered power. Attack rolls against the usurper have advantage until the start of its next turn.
Quickened Power. When the usurper casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
Twinned Power. When the usurper casts a power that targets only one creature and doesn’t have a range of self, it can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is an at-will).
Actions
Multiattack. The usurper makes three doublesaber attacks.
Doublesaber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) energy damage.
Shadow Step (Recharge 5-6). The usurper teleports to an unoccupied point it can see within 60 feet and use its Multiattack. It makes the first attack with advantage, and the attack deals an additional 10 (3d6) energy damage on a successful hit.
Legendary Actions
The usurper 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 usurper regains spent legendary actions at the start of its turn.
At-will. The usurper usurper casts an at-will force power.
Attack. The usurper makes one doublesaber attack.
Forcecasting (Costs 1 Action Per Level). The usurper casts a force power, spending 1 legendary action per level of power cast.
Shadow Step (Costs 3 Actions). The usurper recharges its Shadow Step action.
Sith Blade Dancer
Medium humanoid (zabrak), lawful dark
- Armor Class 16 (19 with battle precognition)
- Hit Points 221 (26d8 + 104)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 18 (+4) 18 (+4) 14 (+2) 18 (+4)
- Saving Throws Dex +13, Con +11, Cha +11
- Skills Acrobatics +13, Athletics +9, Insight +9, Intimidation +11, Perception +9, Stealth +13
- Damage Resistances energy and kinetic from unenhanced weapons
- Senses darkvision 60 ft., passive Perception 19
- Languages Basic, Zabraki
- Challenge 23 (50,000 XP) Proficiency Bonus: +7
Blade Storm. When a creature takes damage from the blade dancer twice in one turn, the blade dancer can immediately make one additional attack against that creature (no action required).
Channel the Darkness. As a bonus action, the blade dancer can cast rage on itself the first time its hit points are below half its maximum on the start of its turn.
Cunning Action. On each of its turns, the blade dancer can use a bonus action to take the Dash, Disengage, or Hide action.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the blade dancer, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Forcecasting. The blade dancer is an 11th-level forcecaster. Its forcecasting ability is Charisma (force save DC 19, +11 to hit with force powers). It has 48 force points and knows the following force powers:
At-will: affect mind, force disarm, force leap, force push/pull, force technique, mind trick, saber reflect, saber throw, saber ward, spirit blade
1st-level: battle precognition, burst of speed, force jump, force throw, hex, phasestrike, saber assault, slow descent
2nd-level: battle meditation, coerce mind, force confusion, force throw, hallucination, improved saber throw, locate object, saber strike
3rd-level: choke, dark aura, force repulse, knight speed, saber slash
4th-level: freedom of movement, hysteria, locate creature, mind trap, saber onslaught
5th-level: improved battle meditation, improved phasestrike, telekinesis
6th-level: crush, rageLegendary Resistance (3/Day). When the blade dancer fails a saving throw, it can choose to succeed instead.
Second Heart (1/Day). When the blade dancer is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.
Actions
Multiattack. The blade dancer makes three doublesaber attacks and an unarmed strike or casts a force power and makes an unarmed strike.
Doublesaber. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 15 (2d8 + 6) energy damage.
Unarmed Strike. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 9 (1d6 + 6) kinetic damage and the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the blade dancer's next turn.
Reactions
Parry. The blade dancer adds 7 to its AC against one melee attack that would hit it. To do so, the blade dancer must see the attacker and be wielding a melee weapon.
Legendary Actions
The blade dancer 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 blade dancer regains spent legendary actions at the start of its turn.
At-will. The blade dancer casts an at-will force power.
Attack. The blade dancer makes one doublesaber attack.
Move. The blade dancer can move up to its speed without provoking opportunity attacks.
Sith Mastermind
Medium humanoid (human), lawful dark
- Armor Class 19 (with battle precognition)
- Hit Points 285 (30d8 + 150)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 20 (+5) 20 (+5) 20 (+5) 26 (+8)
- Saving Throws Dex +14, Con +13, Wis +13, Cha +16
- Skills Deception +24, Insight +21, Intimidation +16, Lore +13, Perception +13, Persuasion +24, Sleight of Hand +14, Stealth +14
- Damage Resistances cold, lightning
- Damage Immunities necrotic, poison; energy, ion, and kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, deafened, frightened, poisoned
- Senses truesight 120 ft, passive Perception 23
- Languages Basic, Sith
- Challenge 27 (105,000 XP) Proficiency Bonus: +8
Force Resistance. Whenever the mastermind makes a saving throw against a force power, it rolls with advantage.
Force Senses. The mastermind has advantage on Wisdom (Perception) checks.
Forcecasting. The mastermind is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 24, +16 to hit with force powers). It has 88 force points and knows the following force powers:
At-will: affect mind, force disarm, force push/pull, force whisper, saber reflect, saber ward, shock
1st-level: battle precognition, dark side tendrils, disperse force, fear, force reflect, hex, sap vitality, sustained lightning
2nd-level: battle meditation, coerce mind, darkness, drain vitality, force camouflage, hallucination
3rd-level: dark aura, force lightning, force suppression, horror, improved dark side tendrils, sever force
4th-level: dominate beast, drain life, hysteria, shocking shield, shroud of darkness
5th-level: dominate mind, force meld, improved battle meditation, insanity, siphon life
6th-level: force chain lightning, mass coerce mind
7th-level: force lightning cone, force project
8th-level: death field, force link, maddening darkness
9th-level: force storm, mass hysteria, master battle meditationLegendary Resistance (3/Day). If the mastermind fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The mastermind makes three melee attacks or casts a force power and makes a melee attack.
Dual-Phase Lightsaber. Melee Weapon Attack: +14 to hit, range 5 ft., one target. Hit: 10 (1d8 + 6) energy damage plus 10 (3d6) lightning damage, or 11 (1d10 + 6) energy damage plus 10 (3d6) lightning damage when used in two hands.
Lightning-Infused Touch. Melee Force Attack: +15 to hit, reach 5 ft., one creature. Hit: 10 (3d6) lightning damage, and the target must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Force Shield. When the mastermind is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +8 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The mastermind 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 mastermind regains spent legendary actions at the start of its turn.
At-will. The mastermind casts an at-will force power.
Attack. The mastermind makes one melee attack.
Frightening Gaze (Cost 2 Actions). The mastermind fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this power or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to the mastermind's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each creature within 20 feet of the mastermind must make a DC 22 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Sith Duelist
Medium humanoid (human), lawful dark
- Armor Class 22 (force defense)
- Hit Points 195 (30d8 + 60)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 14 (+2) 18 (+4) 18 (+4) 22 (+6)
- Saving Throws Dex +13, Wis +11, Cha +13
- Skills Athletics +9, Insight +11, Perception +11, Persuasion +13
- Damage Resistances energy and kinetic from unenhanced weapons
- Condition Immunities charmed, frightened
- Senses passive Perception 21
- Languages Basic, any one other language
- Challenge 24 (62,000 XP) Proficiency Bonus: +7
Disruptive. Whenever the duelist forces a creature to make a saving throw to maintain concentration, the DC for the saving throw is increased by +7.
Duelist. When the duelist is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included).
Force Defense. While the duelist is wearing no armor and wielding no shield, its AC includes its Charisma modifier.
Force-Empowered Strikes. The duelist deals an additional 9 (2d8) energy damage when it attacks with its lightfoil (included).
Forcecasting. The duelist is a 17th-level forcecaster. Its forcecasting ability is Charisma (force save DC 21, +13 to hit with force powers). It has 74 force points and knows the following force powers:
At-will: denounce, force disarm, force push/pull, force technique, lightning charge, psychic charge, saber reflect, saber throw, saber ward, shock, sonic charge, turbulence
1st-level: burst of speed, curse, disperse force, force jump, force reflect, hex, phasestrike, saber assault, slow descent
2nd-level: animate weapon, battle meditation, danger sense, force throw, saber strike, stun, stun droid
3rd-level: bestow curse, choke, dark aura, force lightning, force repulse, saber slash, telekinetic shield, telekinetic storm
4th-level: freedom of movement, force immunity, saber onslaught, shocking shield
5th-level: improved phasestrike, mass animation, stasis, telekinesis
6th-level: force chain lightning, improved force immunity, telekinetic burst
7th-level: force lightning cone
8th-level: master force immunity, stasis field, telekinetic wave
9th-level: precognitionKeen Striking. The duelist scores a critical hit on a roll of 19 or 20. If at least one of the duelist's allies is within 5 feet of its target and the ally isn't incapacitated, the duelist instead scores a critical hit on a roll of 18-20.
Legendary Resistance (3/Day). When the duelist fails a saving throw, it can choose to succeed instead.
Multitasker. The duelist can take two reactions every round.
Sure-Footed. The duelist has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.
War Casting. When the duelist uses its action to cast a force power, it can cast an at-will force power as a bonus action.
Actions
Multiattack. The duelist makes three lightfoil attacks or casts a force power and makes a lightfoil attack.
Lightfoil. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 21 (3d8 + 6 + 2) energy damage.
Reactions
Parry. The duelist adds 7 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.
Riposte. When a creature misses the duelist with a melee attack, the duelist can make one lightfoil attack against the creature.
Legendary Actions
The duelist 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 duelist regains spent legendary actions at the start of its turn.
At-will. The duelist casts an at-will force power.
Attack. The duelist makes one lightfoil attack.
Move. The duelist can move up to its speed without provoking opportunity attacks.
Forcecasting (Costs 1 Action Per Level). The duelist casts a force power, spending 1 legendary action per level of power cast.
Sith Cyborg
Medium humanoid (human), lawful dark
- Armor Class 20 (natural armor)
- Hit Points 280 (33d8 + 132)
- Speed 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 18 (+4) 18 (+4) 16 (+3) 22 (+6)
- Saving Throws Str +15, Dex +7, Con +12, Int +12, Wis +11, Cha +14
- Skills Athletics +15, Insight +11, Intimidation +22, Investigation +12, Perception +11, Piloting +20, Technology +12
- Damage Vulnerabilites lightning
- Damage Resistances cold, fire
- Damage Immunities poison; energy, ion, and kinetic from unenhanced weapons
- Condition Immunities blinded, deafened, frightened
- Senses darkvision 60 ft., blindsense 10 ft., passive Perception 21
- Languages Basic, Huttese, Sith
- Challenge 28 (120,000 XP) Proficiency Bonus: +8
Force Resistance. The cyborg has advantage on saving throws against force powers.
Force Senses. The cyborg has advantage on Wisdom (Perception) checks.
Force-Empowered Strikes. The cyborg deals an additional 9 (2d8) energy damage when it attacks with its greatsaber (included).
Forcecasting. The cyborg is a 17th-level forcecaster. Its forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers). It has 74 force points and knows the following force powers:
At-will: affect mind, burst, denounce, force disarm, force leap, force push/pull, necrotic charge, psychic charge, saber throw, saber reflect, sonic charge, turbulence
1st-level: burst of speed, curse, fear, force jump, sap vitality, sense force, tremor, wound
2nd-level: darkness, drain vitality, force sight, force throw
3rd-level: bestow curse, choke, convulsion, force scream, horror, knight speed, telekinetic storm
4th-level: dominate beast, drain life, hysteria, shroud of darkness
5th-level: dominate mind, improved force scream, siphon life, telekinesis
6th-level: crush, eruption, rage, telekinetic burst
7th-level: master speed, ruin, whirlwind
8th-level: earthquake, master force scream, telekinetic wave
9th-level: mass hysteriaLegendary Resistance (3/Day). If the cyborg fails a saving throw, it can choose to succeed instead.
Scornful Rebuke. When a creature hits the cyborg with an attack, it takes 6 psychic damage as long as the cyborg is not incapacitated.
Tech Resistance. The cyborg has advantage on saving throws against tech powers.
Tenacious Defense. During its turn, the cyborg can halve its movement speed to protect itself from blaster fire (no action required), and can use its reaction to cast the saber reflect power once per turn instead of once per round.
Unyielding Fury. As a bonus action, the cyborg casts rage on itself when its hit points get below half (140).
Actions
Multiattack. The cyborg uses its Frightful Presence, then makes three greatsaber attacks or one greatsaber attack and casts a force power.
Greatsaber. Melee Weapon Attack: +15 to hit, range 5 ft., one target. Hit: 23 (2d6 + 2d8 + 7) energy damage plus 18 (4d8) necrotic damage.
Frightful Presence. Each creature of the cyborg's choice that is within 90 feet of the cyborg and aware of it must succeed on a DC 22 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 cyborg's Frightful Presence for the next 24 hours.
Reactions
Force Shield. When the cyborg is hit by an attack, it can use its reaction to shroud itself in the Force, giving it a +6 bonus to AC until the start of its next turn. This includes the triggering attack.
Legendary Actions
The cyborg 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 cyborg regains spent legendary actions at the start of its turn.
At-will. The cyborg casts an at-will force power.
Attack. The cyborg makes one greatsaber attack.
Move. The cyborg can move up to its speed without provoking opportunity attacks.
Force-Enhanced Attack (Costs 2 Actions). The cyborg makes one greatsaber attack and casts an at-will power.
Forcecasting (Costs 1 Action Per Level). The cyborg casts a force power, spending 1 legendary action per level of power cast.
Sith Necromancer
Medium humanoid (any), dark
- Armor Class 18 (heavy exoskeleton)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 20 (+5)
- Saving Throws Con +9, Wis +8, Cha +11
- Skills Athletics +9, Lore +8, Perception +15, Stealth +9
- Damage Resistances necrotic, psychic; kinetic from unenhanced sources
- Damage Immunities poison
- Condition Immunities blinded, charmed, deafened, exhaustion, poisoned, stunned
- Senses darkvision 60 ft., passive Perception 25
- Languages Basic, Sith
- Challenge 17 (18,000 XP) Proficiency Bonus: +6
Avoidance. If the necromancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the necromancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Forcecasting. The necromancer is a 13th-level forcecaster. Its forcecasting ability is Charisma (force save DC 19, +11 to hit with force powers). It has 57 force points and knows the following force powers:
At-will: enfeeble, feedback, force disarm, force push/pull, lightning charge, shock, slow
1st-level: burst of speed, improved feedback, wound
2nd-level: affliction, animate weapon
3rd-level: force suppression, knight speed, plague, sever force
4th-level: freedom of movement, shocking shield
5th-level: greater feedback, mass animation
6th-level: scourge
7th-level: ruinLegendary Resistance (3/Day). If the necromancer fails a saving throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 3 (1d6) hit points whenever it starts its turn there.
Actions
Multiattack. The necromancer makes three sith sword attacks.
Sith Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage plus 14 (4d6) necrotic damage.
Legendary Actions
The necromancer 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 necromancer regains spent legendary actions at the start of its turn.
At-will. The necromancer casts an at-will force power.
Attack. The necromancer makes one sith sword attack.
Move. The necromancer can move up to its speed without provoking opportunity attacks.
Tsaiwinokka Hoyakut (Costs 3 Actions). Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to five undead summoned by this ability at a time.
Legendary Sith Necromancer
Medium humanoid (sith), lawful dark
- Armor Class 18 (heavy exoskeleton)
- Hit Points 190 (20d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 20 (+5) 22 (+6) 18 (+4) 24 (+7)
- Saving Throws Con +12, Wis +11, Cha +14
- Skills Athletics +11, Intimidation +21, Lore +12, Perception +18, Persuasion +14, Stealth +11
- Damage Resistances necrotic, psychic; kinetic from unenhanced sources
- Damage Immunities poison
- Condition Immunities blinded, charmed, deafened, exhaustion, poisoned, stunned
- Senses darkvision 60 ft., passive Perception 28
- Languages Basic, Sith
- Challenge 24 (62,000 XP) Proficiency Bonus: +7
Aura of Conquest. Whenever a creature is frightened of the necromancer and starts its turn within 5 feet of the necromancer, its gains 4 slowed levels and takes 10 psychic damage.
Avoidance. If the necromancer is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Force Resistance. The necromancer has advantage on saving throws against force powers.
Force-Empowered Strikes. The necromancer deals an additional 9 (2d8) kinetic damage when it attacks with its sith sword (included).
Forcecasting. The necromancer is a 20th-level forcecaster. Its forcecasting ability is Charisma (force save DC 22, +14 to hit with force powers). It has 87 force points and knows the following force powers:
At-will: denounce, enfeeble, feedback, force disarm, force push/pull, necrotic charge, psychic charge, shock, slow
1st-level: burst of speed, curse, hex, improved feedback, sap vitality, wound
2nd-level: affliction, animate weapon, drain vitality, phasewalk
3rd-level: bestow curse, choke, dark aura, force suppression, knight speed, plague, sever force
4th-level: drain life, freedom of movement, shocking shield
5th-level: greater feedback, improved phasewalk, mass animation, siphon life
6th-level: scourge
7th-level: ruin
8th-level: death field
9th-level: kill, master feedbackHeart of Graush. The heart of the necromancer is made of a crystalline jewel imbued with Sith magic, allowing it to elude death at times when others would perish. The necromancer takes no damage from an attack or effect that deals less than 15 damage. Additionally, once per day, the necromancer may cast the invulnerability tech power on itself as an action, even if it has already cast a 9th-level power for the day.
Legendary Resistance (3/Day). If the necromancer fails a saving throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the necromancer, any undead ally of the necromancer makes saving throws with advantage, and that ally regains 7 (2d6) hit points whenever it starts its turn there.
Actions
Multiattack. The necromancer uses its Frightful Presence and makes three sith sword attacks.
Sith Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) kinetic damage plus 14 (4d6) necrotic damage.
Frightful Presence. Each creature of the necromancer's choice within 120 feet of it and aware of it must succeed on a DC 23 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 a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the necromancer's Frightful Presence for 24 hours.
Legendary Actions
The necromancer 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 necromancer regains spent legendary actions at the start of its turn.
At-will. The necromancer casts an at-will force power.
Attack. The necromancer makes one sith sword attack.
Tsaiwinokka Hoyakut. Up to five sith zombies appear in unoccupied spaces within 30 feet of the necromancer and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The necromancer can have up to ten undead summoned by this ability at a time.
Dark Compulsion (Costs 1 Action Per Ally). An undead ally of the necromancer within 30 feet of it can use its reaction to make an attack against a target of the necromancer's choice that it can see.
Forcecasting (Costs 1 Action Per Level). The necromancer casts a force power, spending 1 legendary action per level of power cast. At-will force powers cost 1 legendary action.
Undead
Dark Lord Spirit
Medium undead, neutral dark
- Armor Class 20 (natural armor)
- Hit Points 313 (33d8 + 165)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 20 (+5) 22 (+6) 20 (+5) 26 (+8)
- Saving Throws Dex +9, Con +12, Wis +12
- Skills Deception +15, Insight +12, Perception +12, Persuasion +15
- Damage Resistances acid, fire, ion, lightning, sonic
- Damage Immunities cold, necrotic, poison; energy and kinetic from unenhanced weapons
- Condition Immunities charmed, diseased, frightened, grappled, poisoned, prone, restrained
- Senses truesight 120 ft., passive Perception 22
- Languages Any languages it knew in life, telepathy 120 ft.
- Challenge 23 (50,000 XP) Proficiency Bonus: +7
Innate Forcecasting. The spirit’s forcecasting ability is Charisma (force save DC 23, +15 to hit with force powers). It can innately cast the following force powers:
At will: coerce mind, fear, improved feedback, sense force, sever force
3/day each: darkness, dominate mind, force project, force suppression, sanctuary, telekinesis
1/day each: dominate monster, improved force camouflage, mass animationIncorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed instead.
Tech Resistance. The spirit has advantage on saving throws against tech powers.
Actions
Multiattack. The spirit makes two attacks, or uses its Teleport and makes one attack.
Force Saber. Melee Force Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) energy damage plus 10 (3d6) psychic damage.
Dark Lightning. Ranged Force Attack: +15 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 23 Constitution saving throw or become shocked until the end of their next turn.
Teleport. The spirit teleports up to 120 feet to an unoccupied space it can see.
LEGENDARY ACTIONS
The spirit 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 spirit regains spent legendary actions at the start of its turn.
At-will. The spirit casts an at-will force power.
Dark Lightning. The spirit makes one dark lightning attack.
Saber. The spirit makes one force saber attack.
Teleport. The spirit uses its Teleport.
Dark Side Spirit
Medium undead, neutral dark
- Armor Class 13 (natural armor)
- Hit Points 49 (9d8 + 9)
- Speed 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 12 (+1) 16 (+3) 14 (+2) 16 (+3)
- Saving Throws Int +5, Wis +4
- Skills Perception +4, Stealth +5
- Damage Resistances acid, fire, ion, lightning, sonic; energy and kinetic from unenhanced weapons
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, frightened, grappled, poisoned, prone, restrained, disease
- Senses darkvision 60 ft., passive Perception 14
- Languages Any languages that it knew in life
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Tech Resistance. The spirit has advantage on saving throws against tech powers.
Actions
Maddening Touch. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Madness. The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, taking 7 (1d8 + 3) psychic damage on a failed save, and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see. On a successful save, it takes half as much damage.
Deathly Wail (1/Day). The spirit releases a dark wail, provided that it isn't in sunlight. This wail has no effect on droids, constructs, and undead. All other creatures within 30 feet of it that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Howling Delirium (Recharge 5-6). Each creature within 30 feet of the spirit that can hear it must make a DC 13 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.
Nightsister Zombie
Medium undead (dathomiri), chaotic dark
- Armor Class 13 (natural armor)
- Hit Points 22 (3d8 + 9)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 +3) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
- Damage Immunities necrotic, poison
- Condition Immunities charmed, poisoned
- Senses darkvision 60 ft., passive Perception 9
- Languages Basic (understands but can't speak)
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage.
Mnggal-Mnggal Zombie Trooper
Medium undead (any humanoid), chaotic dark
- Armor Class 10 (fiber armor)
- Hit Points 13 (2d8 + 4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 8 (-2) 14 (+2) 22 (+6) 20 (+5) 20 (+5)
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
- Senses darkvision 60 ft., passive perception 15
- Languages All languages
- Challenge 1/8 (25 XP) Proficiency Bonus: +2
Actions
Stock Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) kinetic damage.
Blaster Rifle. Ranged Weapon Attack: +0 to hit, range 105/420 ft., one target. Hit: 2 (1d8 - 2) energy damage.
Infect Host. The mnggal-mnggal zombie targets a living creature that it is grappling or is unconscious and attempts to infect it with its ooze. The creature must succeed on a DC 12 Constitution saving throw. Unconscious creatures make this save with disadvantage. On a failed save, the creature becomes poisoned and takes 5 (1d10) poison damage. This damage ignores resistances and immunities. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a mnggal-mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours.
Sith Zombie
Medium undead, neutral dark
- Armor Class 8
- Hit Points 22 (3d8 + 9)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 6 (-2) 16 (+3) 2 (-4) 6 (-2) 4 (-3)
- Saving Throws Wis +0
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages of its conjurer
- Challenge 1/4 (50 XP) Proficiency Bonus: +2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage and 2 necrotic damage.
Elemental
Force Storm Eye
Gargantuan elemental, unaligned
- Armor Class 19 (natural armor)
- Hit Points 264 (16d20 + 96)
- Speed 0 ft., fly 120 ft.
STR DEX CON INT WIS CHA 22 (+6) 28 (+9) 22 (+6) 2 (-4) 20 (+5) 18 (+4)
- Saving Throws Wis +12, Cha +11
- Damage Resistances ion; energy and kinetic from unenhanced weapons
- Damage Immunities lightning, poison, psychic, sonic
- Condition Immunities blinded, charmed, deafened, diseased, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, shocked, stunned
- Senses truesight 120 ft., passive Perception 15
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Air Form. The eye can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Flyby. The eye doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the eye fails a saving throw, it can choose to succeed instead.
Siege Conditions. The eye deals double damage to objects and structures.
Actions
Multiattack. The eye makes two thunder slam attacks.
Thunder Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) sonic damage.
Lightning Storm (Recharge 6). All creatures within 120 feet of the eye must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.
Legendary Actions
The eye 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 eye regains spent legendary actions at the start of its turn.
Move. The eye moves up to its movement speed without provoking opportunity attacks.
Lightning Strike (Costs 2 Actions). The eye can cause a bolt of lightning to strike a point anywhere under its storm. Each creature within 5 feet of that point must make a DC 19 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much sonic damage on a successful one.
Screaming Gale (Costs 3 Actions). The eye releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Creatures and objects in that area immediately take 22 (4d10) sonic damage. Each creature there must succeed on a DC 19 Dexterity saving throw or take an additional 22 (4d10) sonic damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown before impact. If the target would collide with another creature, the other creature must succeed on a DC 19 Dexterity saving throw or take an equal amount of kinetic damage and be knocked prone.
Aberrations
Hssiss
Large aberration, chaotic dark
- Armor Class 18 (natural armor)
- Hit Points 127 (15d10 + 45)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
- Saving Throws Dex +6, Con +7, Wis +5, Cha +3
- Skills Perception +5, Stealth +6
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages understands Sith but can't speak it
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Amphibious. The hssiss can breathe air and water.
Dark Venom. Hssiss venom is potent and imbued with the dark side. At the end of a long rest, a creature poisoned by the hssiss must make a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest after the poison is cured. The creature recovers from the poison by making two consecutive successful saving throws. A force-based Improved Restoration power cures the poison, while Restoration gives the creature advantage on the next saving throw. The target dies if this effect reduces its hit point maximum to 0.
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the hssiss, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Sith-Born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against hssiss.
Actions
Multiattack. The hssiss makes three attacks: one with its bite and two with its claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned and take 7 (2d6) necrotic damage. The target is also grappled (escape DC 17). Until this grapple ends, the target is restrained, and the hssiss can't bite another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned and take 7 (2d6) necrotic damage.
Superior Camouflage. The hssiss turns invisible until its concentration ends (as if concentrating on a power).
Leviathan
Gargantuan aberration (sithspawn), chaotic evil
- Armor Class 21 (natural armor)
- Hit Points 462 (25d20 + 200)
- Speed 50 ft., burrow 30 ft., climb 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 26 (+8) 3 (-4) 18 (+4) 22 (+6)
- Saving Throws Str +18, Con +16
- Skills Athletics +18, Intimidation +14, Survival +12
- Damage Resistances necrotic
- Damage Immunities fire; kinetic from unenhanced sources
- Condition Immunities frightened, paralyzed, poisoned
- Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
- Languages Sith (understands but does not speak)
- Challenge 25 (75,000 XP) Proficiency Bonus: +8
Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced.
Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.
Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.
Siege Monster. The leviathan deals double damage to objects and structures.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.
Actions
Multiattack. The leviathan can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) kinetic damage. If the target is a Large or smaller creature grappled by the leviathan, that creature is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the leviathan, and it takes 21 (6d6) acid damage at the start of each of the leviathan's turns. If the leviathan takes 50 damage or more on a single turn from a creature inside it, the leviathan 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 leviathan. If the leviathan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) kinetic damage.
Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) kinetic damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The leviathan has two tentacles, each of which can grapple one target.
Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 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 leviathan's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The leviathan exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The leviathan 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 leviathan regains spent legendary actions at the start of its turn.
Tentacle. The leviathan makes a tentacle attack.
Life Drain (Costs 2 Actions). Each creature grappled by the leviathan takes 21 (6d6) necrotic damage, and the leviathan regains hit points equal to the total damage dealt to all targets. If this damage reduces a creature to 0 hit points, the leviathan kills the target by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces. This attack does not affect droids or constructs.
Sea Leviathan
Gargantuan aberration (sithspawn), chaotic evil
- Armor Class 21 (natural armor)
- Hit Points 462 (25d20 + 200)
- Speed swim 90 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 26 (+8) 4 (-3) 18 (+4) 20 (+5)
- Saving Throws Str +18, Con +16
- Skills Athletics +18, Survival +12, Intimidation +13
- Damage Resistances fire, necrotic
- Damage Immunities acid; kinetic from unenhanced sources
- Condition Immunities frightened, paralyzed, poisoned
- Senses blindsight 60 ft., truesight 120 ft., passive Perception 14
- Languages Sith (does not speak)
- Challenge 26 (90,000 XP) Proficiency Bonus: +8
Blister Pods. The leviathan regains hit points equal to any necrotic damage dealt by its attacks to living creatures. If this damage reduces a living creature to 0 hit points, the leviathan kills the creature by extracting and absorbing its life force, gaining all its knowledge and memories. Killing the leviathan frees all its captive life forces.
Gargantuan Strength. The leviathan's melee weapon attacks are considered enhanced.
Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.
Nightmare of the Force. The leviathan's thoughts and location can't be discerned by the Force. Any creature who would use the Force to sense the leviathan in any way must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and be deafened by the sound of phantom screams in their mind for the next minute. While deafened, the Force-user takes an additional 14 (4d6) psychic damage at the start of each of their turns, and they may remake the saving throw as an action in order to end the effect.
Siege Monster. The leviathan deals double damage to objects and structures.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against leviathans.
Water Breathing. The leviathan can breathe only underwater.
Actions
Multiattack. The leviathan can use its Frightful Presence. It then makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) kinetic damage plus 9 (2d8) necrotic damage. If the target is a Huge or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the leviathan can only bite the grappled target and has advantage on attack rolls to do so.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) kinetic damage.
Frightful Presence. Each creature of the leviathan's choice that is within 120 feet of the leviathan and aware of it must succeed on a DC 18 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 leviathan's Frightful Presence for the next 24 hours.
Lightning Storm. The leviathan creates three bolts of lightning from its blister pods, each of which can strike a target the leviathan can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 11 (2d10) lightning damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. If a target would take 0 lightning damage from this attack, they do not take any necrotic damage from it either.
Tidal Wave (Recharge 6). While submerged, the leviathan creates a wall of water centered on itself. The wall is up to 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 23 Strength saving throw. A creature takes 33 (6d10) kinetic damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 23 Strength saving throw or take 27 (5d10) kinetic damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 23 Strength (Athletics) check to swim at all during that turn.
Legendary Actions
The leviathan 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 leviathan regains spent legendary actions at the start of its turn.
Bite. The leviathan makes a bite attack.
Tail. The leviathan makes a tail attack.
Lightning Storm (Costs 2 Actions). The leviathan uses its Lightning Storm action.
Manifestation of Abeloth
Medium aberration, neutral dark
- Armor Class 22 (natural armor)
- Hit Points 400 (32d8 + 256)
- Speed 30 ft.
STR DEX CON INT WIS CHA 28 (+9) 20 (+5) 26 (+8) 20 (+5) 16 (+3) 24 (+7)
- Saving Throws Dex +13, Con +16, Wis +11, Cha +15
- Skills Deception +21, Insight +11, Perception +19
- Damage Resistances cold, fire, lightning
- Damage Immunities ion, poison; energy and kinetic from unenhanced weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses truesight 120 ft., passive Perception 29
- Languages All registered languages, telepathy 120 ft.
- Challenge 26 (90,000 XP) Proficiency Bonus: +8
Enhanced Being. The manifestation’s weapon attacks are considered enhanced for the purposes of overcoming resistances.
Force Resistance. The manifestation has advantage on saving throws against force powers.
Innate Forcecasting. The manifestation’s forcecasting ability is Charisma (force save DC 23, +17 to hit with force powers). It can innately cast the following force powers:
At will: coerce mind, sense force
3/day each: fear, force suppression, telekinesis
1/day each: force lightning cone, telekinetic waveLegendary Resistance (3/Day). If the manifestation fails a saving throw, it can choose to succeed instead.
One with the Force. The manifestation has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Willful Gaze. Unless surprised or incapacitated, a creature targeted by one of the manifestation's Will effects can avert its eyes to avoid the saving throw. If the creature does so, it can't see the manifestation until the start of its next turn, when it can avert its eyes again. If the creature looks at the manifestation in the meantime, it must immediately make the save.
Actions
Multiattack. The manifestation makes two tentacle attacks.
Tentacles. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (3d12 + 9) kinetic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, it dies and its essence is absorbed into the manifestation.
Draining Lightning. Ranged Power Attack: +15 to hit, range 15 ft., Hit: 20 (2d10 + 9) lightning damage plus 11 (2d10) necrotic damage.
Beguiling Will. The manifestation exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed saved, the target is stunned until the start of the manifestation's next turn.
Hypnotic Will. The manifestation exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed save, the target is charmed. The manifestation chooses how the charmed target uses its actions, reactions, and movement. While the manifestation has a creature charmed in this way, it can't use any of its Will actions until the effect ends. The effect lasts until the start of the manifestation's next turn, or until its concentration ends (as if concentrating on a power).
Insane Will. The manifestation exerts its will on one creature it can see within 120 feet. The target must succeed on a DC 23 Wisdom saving throw. On a failed save, the target is overcome with insanity. While under this effect, a creature can't take reactions and must roll a d8 at the start of its turn to determine its behavior for that turn. On a roll of a 1, the creature uses all its movement to move in a random direction and doesn’t take any actions that turn. On a 2-6, the creature doesn't move and takes no actions that turn. On a 7-8, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing that turn. This effect lasts until the start of the manifestation's next turn.
Legendary Actions
The manifestation 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 manifestation regains spent legendary actions at the start of its turn.
Draining Lightning. The manifestation makes one draining lightning attack.
Maddening Will. The manifestation uses a Will action.
Move. The manifestation can move up to its movement speed without provoking opportunity attacks.
Mnggal-Mnggal, Gray Pudding
Large aberration, chaotic dark
- Armor Class 15 (natural armor)
- Hit Points 133 (14d10 + 56)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 22 (+6) 20 (+5) 20 (+5)
- Saving Throws Str +9, Con +8, Wis +9, Cha +9
- Skills Deception +9, Perception +9
- Damage Vulnerabilities cold
- Damage Resistances fire, lightning
- Damage Immunities acid, necrotic, poison, sonic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious
- Senses passive perception 19
- Languages All languages
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.
Amphibious. Mnggal-Mnggal can breathe air and water.
Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.
Spider Climb. Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.
Actions
Multiattack. Mnggal-Mnggal makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) kinetic damage plus 7 (2d6) acid damage, and a Large or smaller target is grappled (escape DC 17). A grappled target takes 7 (2d6) acid damage at the start of its turn.
Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30-foot cone in any direction. All creatures in the area must make a DC 14 Dexterity saving throw or take 11 (2d10) acid damage on a failed save. Additionally, on a failed save, a target must make a DC 16 Constitution saving throw or become poisoned. Creatures poisoned in this way take 11 (2d10) poison damage at the start of their turn, and this damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save. Unconscious creatures make this save with disadvantage.
Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a success, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it chooses not to be moved, it then suffers the consequences of a failed saving throw. On a failure, the creature takes 12 (2d6 + 5) kinetic damage and 7 (2d6) acid damage, and is engulfed by Mnggal-Mnggal. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 7 (2d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 17 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free into the nearest unoccupied space as an action. Doing so requires a successful DC 17 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to four Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hit points, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.
Infect Host. Mnggal-Mnggal targets a creature grappled or engulfed by it, or an unconscious creature within 15 feet, and attempts to infect it with its ooze. A creature that is grappled or engulfed must make a DC 16 Constitution saving throw to keep the ooze out of their mouth. On a failed save, the creature becomes poisoned. A creature poisoned in this way takes 11 (2d10) poison damage at the start of its turn. This damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours. Unconscious creatures make this save with disadvantage.
Mnggal-Mnggal, Pool of
Huge aberration, chaotic dark
- Armor Class 16 (natural armor)
- Hit Points 230 (20d12 + 100)
- Speed 40 ft., climb 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 22 (+6) 20 (+5) 20 (+5)
- Saving Throws Str +12, Con +11, Wis +11, Cha +11
- Skills Deception +11, Perception +11
- Damage Vulnerabilities cold
- Damage Resistances fire, lightning
- Damage Immunities acid, necrotic, poison, sonic; energy and kinetic from unenhanced sources
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious
- Senses passive perception 21
- Languages All languages
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.
Amphibious. Mnggal-Mnggal can breathe air and water.
Enhanced Attacks. Mnggal-Mnggal's attacks are considered enhanced for the purposes of overcoming resistances.
Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.
Regeneration. Mnggal-Mnggal regenerates 15 hit points at the start of its turn, as long as it has 1 hit point.
Spider Climb. Mnggal-Mnggal can climb difficult surfaces, including upside down, without making an ability check.
Actions
Multiattack. Mnggal-Mnggal makes three attacks: three with its pseudopods, or two with its pseudopods and one engulf.
Pseudopod. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 15 (2d8 + 6) kinetic damage plus 10 (3d6) acid damage, and a Large or smaller target is grappled (escape DC 20). A grappled target takes 10 (3d6) acid damage at the start of its turn.
Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30-foot cone in any direction. All creatures in the area must make a DC 17 Dexterity saving throw or take 16 (3d10) acid damage on a failed save. Additionally, on a failed save, a target must make a DC 19 Constitution saving throw or become poisoned. Creatures poisoned in this way take 22 (4d10) poison damage at the start of their turn, and this damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save. Unconscious creatures make this save with disadvantage.
Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 17 Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it chooses not to be moved, it suffers the consequences of a failed saving throw. On a failure, the creature takes 15 (2d8 + 6) kinetic damage and 7 (2d6) acid damage and is engulfed by Mnggal-Mnggal. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 14 (4d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 20 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 20 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hit points, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.
Infect Host. Mnggal-Mnggal targets a creature grappled or engulfed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or engulfed must make a DC 19 Constitution saving throw to keep the ooze out of their mouth. On a failed save, the creature becomes poisoned. A creature poisoned in this way takes 22 (4d10) poison damage at the start of its turn. This damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours. Unconscious creatures make this save with disadvantage.
Mnggal-Mnggal, Lake of
Gargantuan aberration, chaotic dark
- Armor Class 18 (natural armor)
- Hit points 455 (26d20 + 182)
- Speed 50 ft, climb 40 ft., swim 50 ft.
STR DEX CON INT WIS CHA 26 (+8) 18 (+4) 24 (+7) 22 (+6) 20 (+5) 20 (+5)
- Saving Throws Str +17, Dex +13, Con +16, Int +15, Wis +14, Cha +14
- Skills Deception +14, Perception +14
- Damage Vulnerabilities cold
- Damage Resistances fire, lightning
- Damage Immunities acid, necrotic, poison, sonic; energy and kinetic from unenhanced sources
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, unconscious
- Senses passive perception 24
- Languages All languages
- Challenge 29 (135,000 XP) Proficiency Bonus: +9
Amorphous. Mnggal-Mnggal can move through a space as narrow as 1 foot wide without squeezing.
Amphibious. Mnggal-Mnggal can breathe air and water.
Enhanced Attacks. Mnggal-Mnggal's attacks are considered enhanced for the purposes of overcoming resistances.
Force Resistance. Mnggal-Mnggal has advantage on saving throws against force powers.
Legendary Resistance (3/Day). If Mnggal-Mnggal fails a saving throw, it can choose to succeed instead.
Regeneration. Mnggal-Mnggal regenerates 20 hit points at the start of its turn, as long as it has 1 hit point.
Spider Climb. Mnggal-Mnggal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. Mnggal-Mnggal makes three attacks: three with its pseudopods, or two with its pseudopods and one engulf.
Pseudopod. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 24 (3d10 + 8) kinetic damage plus 14 (4d6) acid damage, and a Large or smaller target is grappled (escape DC 25). A grappled target takes 14 (4d6) acid damage at the start of its turn.
Acid Spit. Mnggal-Mnggal expunges needle-like projectiles of ooze within a 30-foot cone in any direction. All creatures in the area must make a DC 21 Dexterity saving throw or take 22 (4d10) acid damage on a failed save. Additionally, on a failed save, a target must make a DC 24 Constitution saving throw or become poisoned. Creatures poisoned in this way take 33 (6d10) poison damage at the start of their turn, and this damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat the saving throw at the end of their turn, ending the effect on a successful save. Unconscious creatures make this save with disadvantage.
Engulf. Mnggal-Mnggal moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures’ spaces. Whenever Mnggal-Mnggal enters a creature’s space, the creature must make a DC 21 Dexterity saving throw. On a success, the creature can choose to be pushed 5 feet back or to the side of Mnggal-Mnggal. If it chooses not to be moved, it suffers the consequences of a failed saving throw. On a failure, the creature takes 21 (3d8 + 8) kinetic damage and 7 (2d6) acid damage and is engulfed by Mnggal-Mnggal. An engulfed creature is blinded, restrained, can’t breathe, has total cover against attacks and other effects outside Mnggal-Mnggal, and takes 21 (6d6) acid damage at the start of each of Mnggal-Mnggal's turns. An engulfed creature can try to escape by using its action to make a DC 25 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of Mnggal-Mnggal. A creature within 5 feet of Mnggal-Mnggal can also attempt to pull an engulfed target free in the nearest unoccupied space as an action. Doing so requires a successful DC 25 Strength (Athletics) check, and the creature making the attempt takes 7 (2d6) acid damage. Mnggal-Mnggal can hold up to one Huge creature, two Large creatures, or up to eight Medium or smaller creatures inside it at a time. If a creature is reduced to 0 hit points, Mnggal-Mnggal can choose to either digest the creature, which kills it outright, or use its Infect Host action on the creature.
Infect Host. Mnggal-Mnggal targets a creature grappled or engulfed by it, or an unconscious creature within 50 feet, and attempts to infect it with its ooze. A creature that is grappled or engulfed must make a DC 24 Constitution saving throw to keep the ooze out of their mouth. On a failed save, the creature becomes poisoned. A creature poisoned in this way takes 27 (5d10) poison damage at the start of its turn. This damage ignores resistance and immunity. A creature reduced to 0 hit points by this damage is killed instantly, and rises the next round as a Mnggal-Mnggal zombie. Creatures can repeat this saving throw at the end of their turn. A creature that has successfully saved is immune to this ability for 24 hours. Unconscious creatures make this save with disadvantage.
Legendary Actions
Mnggal-Mnggal 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. Mnggal-Mnggal regains spent legendary actions at the start of its turn.
Move. Mnggal-Mnggal can move up to its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). Mnggal-Mnggal makes one pseudopod attack.
Engulf (Costs 3 Actions). Mnggal-Mnggal makes one engulf attack.
Nekghoul
Medium aberration, any balanced
- Armor Class 14 (natural armor)
- Hit Points 37 (5d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 14 (+2)
- Saving Throws Wis +4, Cha +4
- Skills Perception +4, Survival +4
- Condition Immunities diseased
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic
- Challenge 1 (200 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Forcecasting. The nekghoul is a 2nd-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force powers). It has 10 force points and knows the following force powers:
At-will: force disarm, force push/pull, necrotic charge, saber reflect
1st-level: force propel, phasestrike, projectActions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Adept
Medium aberration, balanced light
- Armor Class 15 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 8 (-1) 16 (+3) 14 (+2)
- Saving Throws Wis +5, Cha +4
- Skills Perception +5, Survival +5
- Condition Immunities diseased
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic
- Challenge 3 (700 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The nekghoul is a 3rd-level forcecaster. Its forcecasting ability is Wisdom (force save DC 13, +5 to hit with force powers). It has 15 force points and knows the following force powers:
At-will: force disarm, force push/pull, force technique, rebuke, saber reflect, turbulence
1st-level: force propel, phasestrike, project, tremor
2nd-level: force barrier, force blind/deafen, force throwActions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Mystic
Medium aberration, balanced light
- Armor Class 16 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 15 (+2)
- Saving Throws Wis +7, Cha +5
- Skills Perception +7, Survival +7
- Condition Immunities charmed, diseased
- Senses darkvision 60 ft., passive Perception 17
- Languages Basic
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The nekghoul is a 6th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 28 force points and knows the following force powers:
At-will: burst, force disarm, force push/pull, force technique, rebuke, saber reflect, saber throw, turbulence
1st-level: force propel, phasestrike, project, tremor
2nd-level: force barrier, force throw, improved saber throw
3rd-level: convulsion, telekinetic shield, telekinetic stormActions
Multiattack. The nekghoul makes two vibroblade attacks.
Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Reactions
Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Savage
Medium aberration, balanced dark
- Armor Class 15 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 16 (+3)
- Saving Throws Wis +4, Cha +5
- Skills Perception +4, Survival +4
- Condition Immunities diseased
- Senses darkvision 60 ft., passive Perception 14
- Languages Basic
- Challenge 3 (700 XP) Proficiency Bonus: +2
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The nekghoul is a 3rd-level forcecaster. Its forcecasting ability is Charisma (force save DC 13, +5 to hit with force powers). It has 15 force points and knows the following force powers:
At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect
1st-level: fear, force propel, phasestrike, project, sap vitality, wound
2nd-level: drain vitality, force throwActions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Tormenter
Medium aberration, balanced dark
- Armor Class 16 (natural armor)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 18 (+4)
- Saving Throws Wis +5, Cha +7
- Skills Perception +5, Survival +5
- Condition Immunities diseased, frightened
- Senses darkvision 60 ft., passive Perception 15
- Languages Basic
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The nekghoul is a 6th-level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks). It has 28 force points and knows the following force powers:
At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect, slow
1st-level: fear, force propel, phasestrike, sap vitality, wound
2nd-level: affliction, drain vitality, force throw, hallucination
3rd-level: choke, dark aura, force scream, horrorActions
Multiattack. The nekghoul makes two vibroblade attacks.
Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.
Reactions
Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Ng'ok
Large aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 114 (12d10 + 48)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 6 (-2)
- Saving Throws Con +6
- Senses darkvision 120 ft., passive Perception 11
- Languages Ng'ok, telepathy 120 ft.
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Limited Telepathy. The ng'ok can transmit simple messages and images to any creature within 120 ft. of it that can understand a language through the force. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Stench. Any creature other than a ng'ok that starts its turn within 5 feet of the ng'ok must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ng'oks for 1 hour.
Actions
Multiattack. The ng'ok makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 +3) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 14) and restrained until the grapple ends. The ng'ok has two claws, each of which can grapple one target.
Grapple Slam. The ng'ok slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 13 Constitution saving throw or take 10 (2d6 + 3) kinetic damage and be stunned until the end of the ng'ok's next turn. On a successful save, the target takes half the kinetic damage and isn't stunned.
Orbalisk
Tiny aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 17 (5d4 + 5)
- Speed 5 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 12 (+1) 1 (-5) 4 (-3) 2 (-4)
- Damage Vulnerabilities lightning
- Damage Immunities acid, cold, energy, fire, force, ion, kinetic, necrotic, poison, psychic, sonic
- Senses passive Perception 7
- Challenge 2 (450 XP) Proficiency Bonus: +2
Damage Transfer. While attached to a creature, the orbalisk takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Detect Dark Side. The orbalisk can sense the presence and location of any dark side-aligned creature within 300 feet.
Symbiosis. When a creature the orbalisk is attached to would take damage from a source other than the orbalisk, the damage is reduced by an amount equal to 5 + the number of Wisdom saving throws against the orbalisk's Attach the creature has failed.
Actions
Attach. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage, and the orbalisk attaches to the target. Once attached to a target, the orbalisk begins to reproduce through fragmentation. Whenever the host completes a long rest, it must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of its Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while its Hit Die is a d2, it dies as the orbalisks consume it. While attached, the orbalisk can make this attack only against the target and has advantage on the attack roll. The orbalisk can detach itself by spending 5 feet of its movement.
Orbalisk Swarm
Medium swarm of tiny aberrations, unaligned
- Armor Class 15 (natural armor)
- Hit Points 44 (8d8 + 8)
- Speed 5 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 12 (+1) 1 (-5) 4 (-3) 2 (-4)
- Damage Vulnerabilities lightning
- Damage Immunities acid, cold, energy, fire, force, ion, kinetic, necrotic, poison, psychic, sonic
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses passive Perception 7
- Challenge 6 (2,300 XP) Proficiency Bonus: +3
Damage Transfer. While attached to a creature, the swarm takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Detect Dark Side. The swarm can sense the presence and location of any dark side-aligned creature within 300 feet.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny orbalisk. The swarm can’t regain hit points or gain temporary hit points.
Symbiosis. When a creature the swarm is attached to would take damage from a source other than the swarm, the damage is reduced by an amount equal to 5 + the number of Wisdom saving throws against the swarm's Attach the creature has failed.
Actions
Multiattack. The swarm makes two attach attacks.
Attach. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 13 (2d8 + 4) kinetic damage, or 8 (1d8 + 4) kinetic damage if the swarm has half its hit points or fewer, and the swarm attaches to the target. Once attached to a target, the swarm begins to reproduce through fragmentation. Whenever the host completes a long rest, it must make a DC 14 Wisdom saving throw. For each saving throw the host fails, the size of its Hit Dice is reduced: from d12 to d10, from d10 to d8, from d8 to d6, from d6 to d4, or from d4 to d2. If the host fails a saving throw while its Hit Die is a d2, it dies as the swarm consumes it. While attached, the swarm can make this attack only against the target and has advantage on the attack roll. The swarm can detach itself by spending 5 feet of its movement.
Rakghoul
Medium aberration, unaligned
- Armor Class 12 (natural armor)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Challenge 1 (200 XP) Proficiency Bonus: +2
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Crazed
Medium aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 142 (15d8 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 4 (-3) 10 (+0) 8 (-1)
- Skills Athletics +7, Perception +3, Survival +3
- Damage Resistances fire, necrotic
- Damageg Immunities poison
- Condition Immunities charmed, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Challenge 8 (3,900 XP) Proficiency Bonus: +3
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all crazed rakghouls for 1 hour.
Actions
Multiattack. The rakghoul makes three attacks: two with its claws and one with its strangling tentacle.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Strangling Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) kinetic damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can’t breathe, speak, or cast powers, is restrained, and takes 7 (2d6) necrotic damage at the start of each of the rakghoul’s turns. The rakghoul has three tentacles, each of which can grapple only one target.
Rakghoul, Eyeless
Gargantuan aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 346 (21d20 + 126)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 22 (+6) 4 (-3) 16 (+3) 6 (-2)
- Saving Throws Str +15, Con +13, Int +4, Wis +10
- Skills Athletics +15, Survival +10
- Damage Resistances poison; energy and kinetic from unenhanced weapons
- Condition Immunities blinded, charmed, frightened, paralyzed, poisoned, stunned
- Senses tremorsense 120 ft., passive Perception 13
- Challenge 21 (33,000 XP) Proficiency Bonus: +7
Devastating Blows. The rakghoul's attacks count as enhanced for the purposes of overcoming resistances.
Legendary Resistance (3/Day). If the rakghoul fails a saving throw, it can choose to succeed instead.
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Ultimate Mutation. The rakghoul is the peak of rakghoul mutation. Once per round when a creature infected with the rakghoul plague enters the area within 30 feet of it for the first time, it must roll its saving throw against the Plague or immediately advance to the next stage of infection.
Actions
Multiattack. The rakghoul uses its Infected Phlegm then uses its Crush, if available, or makes three slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 18 Constitution saving throw or become infected with the Rakghoul Plague.
Infected Phlegm. The rakghoul spits out a deluge of sickly green mucus at three points of its choice within 60 feet of it, each splashing down in a 10-foot radius around the point. Each creature in an affected area must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) acid damage and be coated in slime. A creature coated in this slime gains one level of the slowed condition, and when it makes a saving throw, it must roll a d4 and subtract the number rolled from the total. For each coating of slime affecting a creature, it gains an additional level of slowed and the d4 roll increases by 1d4. On a successful save, a creature takes half damage and isn't slimed. A creature may repeat the saving throw at the end of its turn, ending the effect on a success. A creature in the area of more than one deluge of mucus is only affected once. A creature affected by three coatings of slime is automatically infected with Rakghoul Plague.
Crush (Recharge 5-6). The rakghoul ferociously pounds the ground around it. Each creature within a 15-foot radius of the rakghoul must make a DC 20 Strength saving throw, taking 42 (12d6) kinetic damage on a failed save and falling prone. On a success, a creature takes half damage and doesn't fall prone.
Legendary Actions
The rakghoul 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 rakghoul regains spent legendary actions at the start of its turn.
Move. The rakghoul moves up to its speed.
Stomp. The rakghoul makes one slam attack.
Summon Rakghouls (2 Actions). The rakghoul lets forth a bellowing roar, calling forth 1d4 + 2 rakghouls in the area, which appear in any unoccupied spaces within 15 feet of the rakghoul.
Rakghoul, Fiend
Medium aberration, unaligned
- Armor Class 16 (weave armor)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Challenge 4 (1,100 XP) Proficiency Bonus: +2
Command Brethren (2/Day). The fiend can exert its control over other rakghouls. As a bonus action on its turn, it can command up to 5 allied rakghouls within 30 feet of it to move. Affected allies immediately gain 5 temporary hit points and can use their reaction to move up to their speed without provoking opportunity attacks.
Muur Remnant. The fiend retains a piece of its former intelligence. It is proficient with any weapons it had proficiency with in life, as well as any former knowledge of combat and tactics. It deals an additional weapon die of damage with any weapon it wields (included).
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul makes two claw attacks. It can substitute any claw attack for an attack with a weapon it is wielding.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 12 (2d8 + 3) energy damage.
Reactions
Muscle Memory. When a creatures moves to within 30 feet of the rakghoul, it can make a ranged weapon attack against the creature.
Rakghoul, Hulking
Large aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 120 (16d10 + 32)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Skills Athletics +6, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Challenge 5 (1,800 XP) Proficiency Bonus: +3
Aggressive. As a bonus action, the rakghoul can move up to its speed toward a hostile creature it can see.
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul makes two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Irradiated
Medium aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 4 (-3) 14 (+2) 6 (-2)
- Saving Throws Con +6, Wis +5
- Skills Perception +5, Survival +5
- Damage Immunities acid, necrotic, poison
- Condition Immunities diseased, poisoned
- Senses darkvision 60 ft., passive Perception 15
- Challenge 7 (2,900 XP) Proficiency Bonus: +3
Radioactive Aura. The rakghoul exudes a radioactive aura within a 10-foot radius. When a creature enters the area for the first time or starts its turn there, it takes 6 (1d12) necrotic damage.
Radioactive Glow. The rakghoul sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage plus 7 (2d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage plus 3 (1d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Monstrous
Huge aberration, unaligned
- Armor Class 17 (natural armor)
- Hit Points 209 (22d12 + 66)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 4 (-3) 12 (+1) 6 (-2)
- Saving Throws Str +9, Con +7, Wis +5
- Skills Athletics +9, Perception +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Challenge 12 (8,400 XP) Proficiency Bonus: +4
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul uses its Baleful Wail if it is available, then makes two claw attacks. It can replace one claw attack with its gore attack.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled by the rakghoul, incapacitated, prone, or restrained. Hit: 18 (3d8 + 5) kinetic damage. The target must succeed on a DC 17 Constitution saving throw or take an additional 7 (2d6) kinetic damage and become wounded. While wounded in this way, at the start of each of its turns, the target takes another 7 (2d6) kinetic damage and gains one level of slowed. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Throw Boulder. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 22 (3d12 + 3) kinetic damage.
Baleful Wail (Recharge 5-6). The rakghoul unleashes an echoing roar. Each creature within 60 feet who can hear the rakghoul must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) sonic damage and become stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned. A creature that fails the save by 5 or more also falls prone.
Reactions
Revenge. When the rakghoul is dealt 25 damage or more by a single melee attack and survives, it can make a claw attack against the attacker.
Rakghoul, Vile
Medium aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Challenge 2 (450 XP) Proficiency Bonus: +2
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all vile rakghouls for 1 hour.
Actions
Multiattack. The rakghoul makes two attacks with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Reactions
Virulent Dissemination. When the rakghoul is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the rakghoul must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The rakghoul is disintegrated.
Rakling
Tiny aberration, unaligned
- Armor Class 11 (natural armor)
- Hit Points 8 (3d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 10 (+0) 4 (-3) 10 (+0) 6 (-2)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Challenge 1/2 (100 XP) Proficiency Bonus: +2
Savage Leap. If the rakling moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the rakling can make one claw attack against it as a bonus action.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) kinetic damage.
Plague-Infected Creature Template
For GM's looking to bring the plague to non-humanoid creatures, consider adding the following template:
Creature Type: The creature's type is changed to Aberration.
Ability Scores: The creature's Constitution increases by 2 and its Intelligence is reduced to a 4 if not already lower.
Darkvision. The creature darkvision out to 60 feet. If it already had darkvision, it is instead extended an additional 30 feet.
Mutated Strikes. The creature's unarmed strikes, claw, or other natural weapon attacks deal an additional weapon die of damage.
Rakghoul Plague. Creatures that come in contact with the INFECTED may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Starweird
Medium aberration, chaotic balanced
- Armor Class 15 (natural armor)
- Hit Points 88 (16d8 + 16)
- Speed 0 ft. fly 40 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 12 (+1) 16 (+3) 16 (+3)
- Saving Throws Wis +7, Cha +7
- Damage Resistances acid, fire, ion, lightning; energy and kinetic from unenhanced weapons
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 13
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Devil's Sight. Enhanced darkness does not impede the starweird’s darkvision.
Force Resistance. The starweird has advantage on saving throws against force powers.
Forcecasting. The starweird is a 7th-level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force powers). It has 31 force points and knows the following force powers:
At-will: denounce, force push/pull, shock
1st-level: curse, sap vitality, sense force
2nd-level: drain vitality, force sight
3rd-level: choke, force lightning
4th-level: drain lifePhase Shift. The starweird can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Space-Borne. The starweird can survive in the vacuum of space.
Actions
Multiattack. The starweird makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) kinetic damage plus 3 (1d6) necrotic damage.
Telepathic Scream (1/Day). The starweird releases a terrifying scream. Each creature of the starweird's choice that is within 30 feet of the starweird must succeed on a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage plus 21 (6d6) necrotic damage and is 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, a creature takes half damage and is not frightened.
T'salak
Medium aberration, chaotic dark
- Armor Class 18 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Dex +9, Con +8
- Damage Vulnerabilities cold
- Damage Resistances energy, kinetic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 60 ft., passive Perception 13
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Induce Raging Madness. When the t'salak deals damage to a creature with a melee attack, the creature must make a DC 17 Wisdom saving throw. On a failed save, the creature must make at least one attack against the closest ally if it makes an attack on its turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration. The t'salak regenerates 5 hit points at the start of its turn. If the t'salak takes cold damage, this trait doesn't function at the start of the t'salak's next turn. The t'salak dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Tendril. Melee Weapon Attack: +9, range 5 ft., one target. Hit: 11 (1d12 + 5) psychic damage.
Legendary Actions
The t'salak 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 t'salak regains spent legendary actions at the start of its turn.
Tendril. The t'salak makes one attack with its tendrils.
Terentatek
Large aberration (sithspawn), chaotic dark
- Armor Class 16 (natural armor)
- Hit Points 153 (18d10 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 2 (-4) 8 (-1) 10 (+0)
- Skills Athletics +8, Perception +3
- Damage Resistances energy, force, ion, kinetic
- Condition Immunities charmed, frightened, prone
- Senses darkvision 60 ft., passive Perception 13
- Languages understands Sith but can't speak it
- Challenge 10 (5,900 XP) Proficiency Bonus: +4
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Force Resistance. The terentatek has advantage on saving throws against force powers.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.
Actions
Multiattack. The terentatek makes three attacks: one with its tusks and two with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.
Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) kinetic damage plus 2 (1d4) poison damage. The creature must then succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.
Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one creature. Hit: 11 (2d6 + 4) kinetic damage.
Terentatek Mauler
Large aberration (sithspawn), chaotic dark
- Armor Class 17 (natural armor)
- Hit Points 199 (21d10 + 80)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 2 (-4) 8 (-1) 10 (+0)
- Skills Athletics +9, Perception +4
- Damage Resistances energy, force, ion, kinetic
- Condition Immunities charmed, frightened, prone
- Senses darkvision 60 ft., passive Perception 14
- Languages understands Sith but can't speak it
- Challenge 14 (11,500 XP) Proficiency Bonus: +5
Disruptive. When a creature is forced to make a Constitution saving throw to maintain concentration due to taking damage from the terentatek, the DC for the check equals 10 or the full damage taken, whichever number is higher, instead of only half.
Improved Force Resistance. The terentatek has advantage on saving throws against force powers. Additionally, any creature that makes a force attack against the terentatek has disadvantage on the attack roll.
Regeneration. The terentatek regenerates 10 hit points at the start of its turn. If the terentatek takes necrotic or lightning damage, this trait doesn't function at the start of the terentatek's next turn. The terentatek dies only if it starts its turn with 0 hit points and doesn't regenerate.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on terentateks.
Actions
Multiattack. The terentatek makes three attacks: one with its tusks and two with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (5d6 + 4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute.
Tusks. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 26 (5d8 + 4) kinetic damage plus 7 (2d6) poison damage. The creature must then succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one creature. Hit: 18 (4d6 + 4) kinetic damage.
Tuk'ata
Large aberration, lawful dark
- Armor Class 14 (natural armor)
- Hit Points 59 (7d10 + 21)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 4 (-3)
- Saving Throws Wis +2
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 12
- Languages Sith (telepathy)
- Challenge 1 (200 XP) Proficiency Bonus: +2
Keen Hearing, Sight, and Smell. The tuk’ata has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks on the tuk'ata.
Telepathy. The tuk’ata can communicate telepathically with other creature within its line of sight.
Actions
Multiattack. The tuk'ata makes two attacks: one with its bite and one with either its claws or poisonous stingers.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage.
Poisonous Stingers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned.
Vessel of Abeloth
Medium aberration, neutral dark
- Armor Class 17 (natural armor)
- Hit Points 171 (18d8 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 20 (+5) 16 (+3) 14 (+2) 20 (+5)
- Saving Throws Con +12, Wis +9, Cha +12
- Skills Deception +12, Insight +9, Lore + 10, Perception +9, Persuasion +12
- Damage Resistances cold, lightning, necrotic
- Damage Immunities ion, poison; energy and kinetic from unenhanced weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses truesight 120 ft., passive Perception 19
- Languages All registered languages, telepathy 120 ft.
- Challenge 22 (41,000 XP) Proficiency Bonus: +7
Enhanced Being. The vessel’s weapon attacks are considered enhanced for the purposes of overcoming resistances.
Force Resistance. The vessel has advantage on saving throws against force powers.
Forcecasting. The vessel is an 18th-level forcecaster. Its forcecasting ability is Charisma (force save DC 20, +12 to hit with force powers). It has 77 force points and knows the following force powers:
At-will: burst, feedback, force push/pull, give life, saber reflect, shock, turbulence
1st-level: cloud mind, force mask, force throw, improved feedback, project, sap vitality, tremor
2nd-level: coerce mind, drain vitality, hallucination
3rd-level: convulsion, force lightning, force repulse, knight speed, telekinetic storm
4th-level: drain life, mind trap
5th-level: dominate mind, greater feedback, siphon life
6th-level: eruption, mass coerce mind, telekinetic burst
7th-level: force project, whirlwind
8th-level: death field, earthquake, telekinetic wave
9th-level: master feedbackLegendary Resistance (3/Day). If the vessel fails a saving throw, it can choose to succeed instead.
Improved Power. When the vessel rolls damage for a power, it can spend 1 additional force point to reroll up to 5 of the dice. It must use the new rolls.
Quickened Power. When the vessel casts a power that has a casting time of 1 action, it can spend 2 additional force points to change the casting time to 1 bonus action for this casting.
Actions
Shotosaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) energy damage.
Teleport. The vessel teleports up to 120 feet into an unoccupied space it can see.
Legendary Actions
The vessel 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 vessel regains spent legendary actions at the start of its turn.
At-will. The vessel casts an at-will force power.
Attack. The vessel makes one attack with its shotosaber.
Teleport. The vessel uses its Teleport action.
War Wyrm
Gargantuan aberration (sithspawn), chaotic dark
- Armor Class 19 (natural armor)
- Hit Points 261 (18d20 + 72)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 8 (-1)
- Saving Throws Con +10, Wis +6
- Skills Athletics +13
- Damage Resistances energy, kinetic
- Senses blindsight 30 ft., darkvision 60 ft., tremorsense 60 ft., passive Perception 16
- Languages understands Sith but can't speak it
- Challenge 19 (22,000 XP) Proficiency Bonus: +6
Gargantuan Strength. The wyrm's melee weapon attacks are considered enhanced.
Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Siege Monster. The wyrm deals double damage to objects and structures.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against war wyrms.
Tunneler. The wyrm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
Actions
Multiattack. The wyrm makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +13 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 17 Dexterity saving throw or be swallowed by the wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wyrm, and it takes 21 (6d6) acid damage at the start of each of the wyrm's turns. If the wyrm takes 30 damage or more on a single turn from a creature inside it, the wyrm 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 wyrm. If the wyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) kinetic damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Legendary Actions
The wyrm 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 wyrm regains spent legendary actions at the start of its turn.
Cloud of Dust. The wyrm lashes out and scatters dust in the air around itself. Each creature within 10 feet of the wyrm must succeed on a DC 15 Constitution saving throw or be blinded until the end of the wyrm's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the wyrm's next turn.
Move. The wyrm moves up to its speed without provoking opportunity attacks.
Tail Thrash (Costs 2 Actions). The wyrm makes two tail attacks.
YUUZHAN VONG
Umrach
Large beast, unaligned
- Armor Class 20 (natural armor)
- Hit Points 105 (14d10 + 28)
- Speed 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
- Saving Throws Str +9, Dex +6, Wis +5
- Skills Athletics +9, Perception +5, Stealth +6, Survival +5
- Damage Resistances force
- Condition Immunities frightened
- Senses blindsight 60 ft., passive Perception 15
- Challenge 9 (5,000 XP) Proficiency Bonus: +4
Ambusher. In the first round of a combat, the umrach has advantage on attack rolls against any creature it surprised.
Consume. If the umrach is grappling a creature with its tentacles, it can use a bonus action to pull the creature to within 5 feet of it and make a bite attack against the creature. If the attack is a critical hit, the umrach can roll an additional damage die and add it to the extra damage of the critical hit.
Surprise Attack. If the umrach surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The umrach makes three tentacle attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) kinetic damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) kinetic damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained.
Voxyn
Large beast, chaotic balanced
- Armor Class 17 (natural armor)
- Hit Points 170 (20d10 + 60)
- Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 10 (+0) 18 (+4) 6 (-2)
- Skills Athletics +10, Perception +14, Stealth +13
- Damage Resistances acid, energy, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 24
- Languages Yuuzhan Vong
- Challenge 13 (10,000 XP) Proficiency Bonus: +5
Actions
Multiattack. The voxyn makes three attacks: two with its bite and one with its tail.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) kinetic damage plus 13 (2d12) acid damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) kinetic damage plus 21 (6d6) poison damage. The target must make on a DC 16 Constitution saving throw. On a failure, a creature is paralyzed for 1 minute. A creature paralyzed in this way can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.
Sonic Screech (Recharge 5-6). The voxyn emits a sonic howl from its snout. Each creature within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 32 (5d10 + 5) sonic damage and become deafened and stunned for 1 minute. On a successful save, a creature takes half damage and isn't deafened or stunned. A creature deafened or stunned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.